Missile Exhaust Shader as a file

Separated the missile exhaust shader into an own file
main
Peery 2 years ago
parent d393ab1150
commit c8d0ac802a

@ -1,20 +1,19 @@
shader_type spatial; shader_type spatial;
render_mode unshaded;
uniform float ANIM_SPEED = 100.0; uniform float ANIM_SPEED = 100.0;
uniform vec4 hot_color: hint_color = vec4(.9, .9, 9., .5);
uniform vec4 cold_color: hint_color = vec4(1., 1., 1., 0.);
uniform float power = 1.; uniform float power = 1.;
void vertex() { void vertex() {
float distance = sqrt(pow(VERTEX.z, 2) + pow(VERTEX.x, 2)); float distance = sqrt(pow(VERTEX.z, 2) + pow(VERTEX.x, 2));
VERTEX.y = min(sin(VERTEX.x * TIME * ANIM_SPEED) * power / (distance * 10. + 1.), 0.); VERTEX.y = min(sin(VERTEX.x * TIME * ANIM_SPEED) * power / (distance * 10. + 2.), 0.);
vec4 exhaust_color = mix(hot_color, cold_color, VERTEX.y / 5.8); //vec4 exhaust_color = mix(hot_color, cold_color, .5);
COLOR = exhaust_color; COLOR = vec4(.6, .8, 1., 1.0);
} }
void fragment() { void fragment() {
ALPHA = COLOR.a; //ALPHA = COLOR.a;
ALBEDO = COLOR.rgb; ALBEDO = COLOR.rgb;
} }
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