Neat shader and logo for titlescreen

This commit is contained in:
Hamcha 2020-07-10 15:20:56 +02:00
parent f06526825d
commit 63b0ad545b
Signed by: hamcha
GPG Key ID: 41467804B19A3315
8 changed files with 183 additions and 3 deletions

View File

@ -0,0 +1,63 @@
// Based on https://www.shadertoy.com/view/XlfGRj by Pablo Roman Andrioli
// Licensed under MIT
shader_type canvas_item;
render_mode unshaded;
uniform int iterations = 17;
uniform float formuparam = 0.53;
uniform int volsteps = 20;
uniform float stepsize = 0.1;
uniform float zoom = 0.80;
uniform float tile = 0.85;
uniform float speed = 0.001;
uniform float brightness = 0.0015;
uniform float darkmatter = 0.300;
uniform float distfading = 0.730;
uniform float saturation = 0.850;
uniform float rotx = 0;
uniform float roty = 0.001;
void fragment() {
vec2 uv = FRAGCOORD.xy * SCREEN_PIXEL_SIZE - 0.5;
uv.y *= SCREEN_PIXEL_SIZE.x/SCREEN_PIXEL_SIZE.y;
vec3 dir = vec3(uv*zoom, 1.);
float time = TIME*speed+.25;
float a1=.5+TIME*rotx;
float a2=.8+TIME*roty;
mat2 rot1=mat2(vec2(cos(a1),sin(a1)),vec2(-sin(a1),cos(a1)));
mat2 rot2=mat2(vec2(cos(a2),sin(a2)),vec2(-sin(a2),cos(a2)));
dir.xz*=rot1;
dir.xy*=rot2;
vec3 from=vec3(1.,.5,0.5);
from+=vec3(time*2.,time,-2.);
from.xz*=rot1;
from.xy*=rot2;
//volumetric rendering
float s=0.1,fade=1.;
vec3 v=vec3(0.);
for (int r=0; r<volsteps; r++) {
vec3 p=from+s*dir*.5;
p = abs(vec3(tile)-mod(p,vec3(tile*2.))); // tiling fold
float pa,a=pa=0.;
for (int i=0; i<iterations; i++) {
p=abs(p)/dot(p,p)-formuparam; // the magic formula
a+=abs(length(p)-pa); // absolute sum of average change
pa=length(p);
}
float dm=max(0.,darkmatter-a*a*.001); //dark matter
a*=a*a; // add contrast
if (r>6) fade*=1.-dm; // dark matter, don't render near
//v+=vec3(dm,dm*.5,0.);
v+=fade;
v+=vec3(s,s*s,s*s*s*s)*a*brightness*fade; // coloring based on distance
fade*=distfading; // distance fading
s+=stepsize;
}
v=mix(vec3(length(v)),v,saturation); //color adjust
COLOR = vec4(v*.01,1.);
}

BIN
Graphics/UI/logo-temp.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 20 KiB

View File

@ -0,0 +1,34 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/logo-temp.png-1b1a89dd902da9895257f125fbfe6dd0.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Graphics/UI/logo-temp.png"
dest_files=[ "res://.import/logo-temp.png-1b1a89dd902da9895257f125fbfe6dd0.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

BIN
Graphics/logo-temp.afdesign Normal file

Binary file not shown.

View File

@ -1,4 +1,32 @@
extends Control
export var scale = 2 setget set_scale
export var upThreshold = 1.0/Engine.iterations_per_second
export var downThreshold = 1.0/30.0
export var delay = 1.0
func _ready():
set_scale(scale)
$"/root/Music/BGM".play()
func _process(delta):
# Give the system time to adjust
if delay > 0:
delay -= delta
return
if delta > downThreshold:
print("GPU is taking too much (", delta, "s < ", downThreshold, "s), adjusting shader scale")
set_scale(scale+1)
elif delta < upThreshold and scale > 1:
print("GPU is taking it easy (", delta, "s < ", upThreshold, "s), adjusting shader scale")
set_scale(scale-1)
func set_scale(val):
scale = val
$Viewport.size = rect_size / scale
$Background.update()
func _on_resized():
$Viewport.size = rect_size / scale
$Background.update()

View File

@ -1,6 +1,27 @@
[gd_scene load_steps=2 format=2]
[gd_scene load_steps=6 format=2]
[ext_resource path="res://Scenes/Menu.gd" type="Script" id=1]
[ext_resource path="res://Graphics/UI/Background.shader" type="Shader" id=2]
[ext_resource path="res://Graphics/UI/logo-temp.png" type="Texture" id=3]
[sub_resource type="ViewportTexture" id=3]
viewport_path = NodePath("Viewport")
[sub_resource type="ShaderMaterial" id=4]
shader = ExtResource( 2 )
shader_param/iterations = 17
shader_param/formuparam = 0.53
shader_param/volsteps = 20
shader_param/stepsize = 0.1
shader_param/zoom = 0.8
shader_param/tile = 0.85
shader_param/speed = 0.001
shader_param/brightness = 0.0015
shader_param/darkmatter = 0.3
shader_param/distfading = 0.73
shader_param/saturation = 0.85
shader_param/rotx = 0.0
shader_param/roty = 0.001
[node name="Control" type="Control"]
anchor_right = 1.0
@ -9,3 +30,37 @@ script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Background" type="TextureRect" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
texture = SubResource( 3 )
stretch_mode = 7
__meta__ = {
"_edit_use_anchors_": false
}
[node name="logo-temp" type="TextureRect" parent="."]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -250.0
margin_top = -293.953
margin_right = 250.0
margin_bottom = 82.0471
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource( 3 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Viewport" type="Viewport" parent="."]
size = Vector2( 300, 300 )
[node name="ColorRect" type="ColorRect" parent="Viewport"]
material = SubResource( 4 )
anchor_right = 1.0
anchor_bottom = 1.0
[connection signal="resized" from="." to="." method="_on_resized"]

View File

@ -7,7 +7,7 @@ custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="./odyssey.exe"
export_path="export/odyssey.exe"
patch_list=PoolStringArray( )
script_export_mode=1
script_encryption_key=""

View File

@ -129,7 +129,7 @@ _global_script_class_icons={
[application]
config/name="odyssey"
run/main_scene="res://Scenes/Game.tscn"
run/main_scene="res://Scenes/Menu.tscn"
config/icon="res://icon.png"
[autoload]