Missile Exhaust Shader as a file
Separated the missile exhaust shader into an own filemain
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				| @ -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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