mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-27 22:41:56 +08:00
32 lines
1.1 KiB
Plaintext
32 lines
1.1 KiB
Plaintext
shader_type canvas_item;
|
|
|
|
uniform float explosion_radius : hint_range(0.0, 1.0) = 0.0;
|
|
uniform float explosion_intensity : hint_range(0.0, 2.0) = 1.0;
|
|
uniform vec4 explosion_color : source_color = vec4(1.0, 0.5, 0.0, 1.0);
|
|
uniform float time_scale = 1.0;
|
|
|
|
void fragment() {
|
|
// 计算当前像素到中心的距离
|
|
vec2 center = vec2(0.5, 0.5);
|
|
float dist = distance(UV, center);
|
|
|
|
// 使用TIME创建随时间变化的爆炸效果
|
|
float time = TIME * time_scale;
|
|
float explosion = smoothstep(explosion_radius, explosion_radius - 0.2, dist) * explosion_intensity;
|
|
|
|
// 添加一些噪声使爆炸看起来更自然
|
|
float noise = sin(dist * 20.0 - time * 5.0) * 0.1;
|
|
explosion += noise;
|
|
|
|
// 计算最终颜色,混合原始纹理和爆炸效果
|
|
vec4 original_color = texture(TEXTURE, UV);
|
|
vec4 final_color = mix(original_color, explosion_color, explosion);
|
|
|
|
// 添加一些发光效果
|
|
float glow = exp(-dist * 5.0) * explosion_intensity;
|
|
final_color.rgb += glow * explosion_color.rgb;
|
|
final_color.a;
|
|
// 输出最终颜色
|
|
COLOR = final_color;
|
|
}
|