mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 15:27:59 +01:00
457 lines
12 KiB
Text
457 lines
12 KiB
Text
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Version = 1.8.4.27161;
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CParticleEffect $LOCAL$/Resource
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{
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OnSpawn = "$LOCAL$/Spawner";
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CustomAttributes = "$LOCAL$/_GlobalAttributes";
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Autostart = true;
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}
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CShapeDescriptor $LOCAL$/CShapeDescriptor_222AD1A5
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{
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EditorInfosIsBlockMinimized = 0;
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Position = float3(1.2402636e-001, 1.2913463e+000, 0.0000000e+000);
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BoxDimensions = float3(1.4787850e+000, 1.9968643e+000, 1.4185632e+000);
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}
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CCompilerSyntaxNodeExpression $LOCAL$/CCompilerSyntaxNodeExpression_D158FB1D
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{
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EditorInfosIsBlockMinimized = 0;
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Expression = "function void Eval()
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{
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Life = 0.2;
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// here, grab a random spawn location in the \'ProjSpawnVolume\' shape.
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// you can select that shape in the treeview and move it around in the viewport
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// to make lightning start at different locations
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Position = ProjSpawnVolume.samplePosition();
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// next, reproject the start position on the mesh
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// (this is because otherwise the trail evolver will make a trail from the
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// original position to the projected position on the first frame)
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Position += ProjMesh.project(Position).xyz;
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// random velocity on a squased sphere whose height is
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// 0.3 times its equatorial radius. -> move faster horizontally
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Velocity = vrand() * float3(1,0.3,1)*ProbeVelocity;
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}
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";
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}
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CActionFactoryWithChilds $LOCAL$/Spawner
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{
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ChildList =
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{
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"$LOCAL$/Source",
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};
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}
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CParticleFieldDeclaration $LOCAL$/CParticleFieldDeclaration_67949F4D
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{
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FieldName = "ColorCoeff";
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}
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CParticleSamplerCurve $LOCAL$/CParticleSamplerCurve_E7219408
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{
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SamplerName = "DisplacementWeight";
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Times =
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{
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0.0000000e+000,
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5.0000000e-001,
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1.0000000e+000,
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};
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FloatValues =
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{
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3.5361910e-001,
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1.7034518e+000,
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3.5361910e-001,
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};
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FloatTangents =
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{
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0.0000000e+000,
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1.3884335e+000,
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0.0000000e+000,
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0.0000000e+000,
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-9.6360749e-001,
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0.0000000e+000,
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};
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MinLimits = float4(0.0000000e+000, 0.0000000e+000, 0.0000000e+000, 0.0000000e+000);
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}
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CParticleEvolver_Physics $LOCAL$/CParticleEvolver_Physics_4B0C0AC6
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{
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ConstantAcceleration = float3(0.0000000e+000, 5.0000000e+000, 0.0000000e+000);
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}
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CParticleEvolver_Script $LOCAL$/CParticleEvolver_Script_6DEC9E9F
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{
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Expression = "$LOCAL$/CCompilerSyntaxNodeExpression_E63D424E";
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}
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CParticleAttributeList $LOCAL$/_GlobalAttributes
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{
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AttributeList =
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{
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"$LOCAL$/CParticleAttributeDeclaration_9BDD555E",
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"$LOCAL$/CParticleAttributeDeclaration_6085D8ED",
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};
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}
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CParticleState $LOCAL$/CParticleState_37820737
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{
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StateName = "State_0";
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Evolvers =
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{
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"$LOCAL$/CParticleEvolver_Physics_4B0C0AC6",
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"$LOCAL$/LocalSpace_1",
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"$LOCAL$/LightningTrail",
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};
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}
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CParticleDescriptor $LOCAL$/CParticleDescriptor_2830BC72
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{
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Samplers =
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{
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"$LOCAL$/CParticleSamplerShape_EED87E01",
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"$LOCAL$/CParticleSamplerShape_264DB6DA",
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};
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SpawnEvaluator = "$LOCAL$/CCompilerSyntaxNodeExpression_D158FB1D";
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States =
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{
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"$LOCAL$/CParticleState_37820737",
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};
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}
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CParticleAttributeDeclaration $LOCAL$/CParticleAttributeDeclaration_6085D8ED
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{
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AttributeName = "Flux";
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AttributeDescription = "Controls the amount of strokes\\nMultiplier of the \'Source\' layer\'s spawn-rate.";
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DefaultValueF4 = float4(5.0000000e-001, 0.0000000e+000, 0.0000000e+000, 0.0000000e+000);
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HasMin = true;
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HasMax = true;
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MaxValueF4 = float4(3.0000000e+000, 0.0000000e+000, 0.0000000e+000, 0.0000000e+000);
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}
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CParticleEvolver_Projection $LOCAL$/CParticleEvolver_Projection_F6C54DFB
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{
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Shape = "ProjMesh";
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}
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CParticleFieldDeclaration $LOCAL$/CParticleFieldDeclaration_F6A6C829
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{
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FieldName = "PCoords";
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FieldType = int3;
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}
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CParticleSamplerShape $LOCAL$/CParticleSamplerShape_264DB6DA
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{
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SamplerName = "ProjSpawnVolume";
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Shape = "$LOCAL$/CShapeDescriptor_222AD1A5";
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}
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CShapeDescriptor $LOCAL$/CShapeDescriptor_1AAF32F4
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{
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ShapeType = MESH;
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MeshResource = "Meshes/VenusHigh.pkmm";
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}
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CParticleEvolver_Spawner $LOCAL$/LightningTrail
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{
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SpawnInterval = 5.0000001e-002;
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LocalSpaceSpawn = true;
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Descriptor = "$LOCAL$/CParticleDescriptor_EAA4F4AE";
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}
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CParticleState $LOCAL$/CParticleState_48BA6F7F
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{
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StateName = "State_0";
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Evolvers =
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{
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"$LOCAL$/CParticleEvolver_Script_6DEC9E9F",
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"$LOCAL$/CParticleEvolver_Physics_815F8FC3",
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"$LOCAL$/LocalSpace_2",
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"$LOCAL$/CParticleEvolver_Field_11EF5012",
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"$LOCAL$/CParticleEvolver_Field_25CAC61C",
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"$LOCAL$/CParticleEvolver_Script_1CA6C021",
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};
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}
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CParticleDescriptor $LOCAL$/CParticleDescriptor_EAA4F4AE
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{
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Renderer = "$LOCAL$/CParticleRenderer_Billboard_C3606E53";
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CustomFields =
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{
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"$LOCAL$/CParticleFieldDeclaration_342360F8",
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"$LOCAL$/CParticleFieldDeclaration_6ACE796C",
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"$LOCAL$/CParticleFieldDeclaration_F6A6C829",
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"$LOCAL$/CParticleFieldDeclaration_7F0885A0",
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"$LOCAL$/CParticleFieldDeclaration_67949F4D",
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};
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Samplers =
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{
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"$LOCAL$/CParticleSamplerShape_627F92C7",
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"$LOCAL$/CParticleSamplerCurve_31F983E2",
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"$LOCAL$/CParticleSamplerProceduralTurbulence_E0F88948",
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"$LOCAL$/CParticleSamplerCurve_E7219408",
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};
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SpawnEvaluator = "$LOCAL$/CCompilerSyntaxNodeExpression_A9553A09";
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States =
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{
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"$LOCAL$/CParticleState_48BA6F7F",
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};
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}
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CParticleFieldDeclaration $LOCAL$/CParticleFieldDeclaration_7F0885A0
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{
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FieldName = "Color";
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FieldType = float4;
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}
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CCompilerSyntaxNodeExpression $LOCAL$/CCompilerSyntaxNodeExpression_A9553A09
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{
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Expression = "function void Eval()
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{
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Life = 0.15;
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// grab a random lightning texture from the atlas, for the ribbon.
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// there are 16 sub-frames, whose IDs go from 0 to 15
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TextureID = rand(0,16);
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// color factor that we will apply to the sampled \'Color\' in an evolve script
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// make particles spawned at the end of the trail\'s life dimmer, to avoid hard-ending trails.
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ColorCoeff = ColorCoeffLookup.sample(spawner.LifeRatio);
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// save RealPosition (see the evolvers on why we need this)
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RealPosition = Position;
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// velocity goes upwards, faster at the center of the trail (see the curve\'s shape)
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Velocity = float3(0,1,0) * DisplacementWeight.sample(spawner.LifeRatio);
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}
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";
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}
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CParticleSamplerProceduralTurbulence $LOCAL$/CParticleSamplerProceduralTurbulence_E0F88948
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{
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SamplerName = "Noise3D";
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Scale = 2.5000000e-001;
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Strength = 2.0000000e-001;
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TimeScale = 1.0000000e+000;
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TimeBase = 2.0000000e+000;
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}
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CParticleEvolver_Field $LOCAL$/CParticleEvolver_Field_11EF5012
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{
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Name = "Color";
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Evaluator = "$LOCAL$/CParticleSamplerCurve_870B473D";
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}
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CParticleRenderer_Billboard $LOCAL$/CParticleRenderer_Billboard_C3606E53
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{
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ConstantRadius = 9.9999998e-003;
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}
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CCompilerSyntaxNodeExpression $LOCAL$/CCompilerSyntaxNodeExpression_4DAC29C5
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{
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Expression = "function void Eval()
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{
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// the other evolvers have computed a new Position, back it up in \'RealPosition\'
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// (see the comments in the first script evolver for details)
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RealPosition = Position;
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// the projection evolver filled \'PCoords\' with the meshe\'s parametric coordinates for us.
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// use this to grab the mesh normal where at the location we were reprojected on:
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float3 meshNormalAtLocation = ProjMesh.sampleNormal(PCoords);
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// sample the random procedural turbulent field to get a turbulent displacement:
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float3 turb = Noise3D.sample(RealPosition);
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// project this vector with the mesh normal, so that it becomes tangent to the triangle plane.
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// this will effectively convert it to a 2D tangent turbulence, because we don\'t want
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// the 3D turbulent vector to make the ribbon penetrate the mesh
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float3 projTurb = turb + meshNormalAtLocation * max(0,-dot(turb, meshNormalAtLocation));
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// patch the Position by moving it slightly away from the mesh surface along the mesh normal,
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// and displace it by the turbulence vector.
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float distanceToMesh = 0.05;
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Position += meshNormalAtLocation * distanceToMesh + projTurb;
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// apply our color coefficient to the RGBA color sampled in the CParticleEvolver_Field that
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// was run before us:
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Color *= ColorCoeff;
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}
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";
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}
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CParticleEvolver_Physics $LOCAL$/CParticleEvolver_Physics_815F8FC3
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{
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}
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CParticleFieldDeclaration $LOCAL$/CParticleFieldDeclaration_342360F8
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{
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FieldName = "TextureID";
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}
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CParticleFieldDeclaration $LOCAL$/CParticleFieldDeclaration_6ACE796C
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{
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FieldName = "RealPosition";
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FieldType = float3;
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TransformFilter = full;
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}
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CParticleEvolver_Projection $LOCAL$/CParticleEvolver_Projection_52891911
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{
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EditorInfosIsBlockMinimized = 0;
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Shape = "ProjMesh";
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OutputParametricCoordsField = "PCoords";
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}
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CParticleSamplerCurve $LOCAL$/CParticleSamplerCurve_870B473D
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{
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ValueType = Float4;
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Times =
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{
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0.0000000e+000,
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1.9999999e-001,
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1.0000000e+000,
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};
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FloatValues =
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{
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0.0000000e+000,
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0.0000000e+000,
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0.0000000e+000,
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0.0000000e+000,
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3.4852638e+000,
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9.4640656e+000,
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5.1027214e+001,
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9.5917916e-001,
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0.0000000e+000,
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0.0000000e+000,
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0.0000000e+000,
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0.0000000e+000,
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};
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FloatTangents =
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{
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0.0000000e+000,
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0.0000000e+000,
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0.0000000e+000,
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0.0000000e+000,
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6.3608856e+000,
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1.6851208e+001,
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8.2748764e+001,
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0.0000000e+000,
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0.0000000e+000,
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0.0000000e+000,
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0.0000000e+000,
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0.0000000e+000,
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0.0000000e+000,
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0.0000000e+000,
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0.0000000e+000,
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0.0000000e+000,
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0.0000000e+000,
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0.0000000e+000,
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0.0000000e+000,
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0.0000000e+000,
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0.0000000e+000,
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0.0000000e+000,
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0.0000000e+000,
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0.0000000e+000,
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};
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MinLimits = float4(0.0000000e+000, 0.0000000e+000, 0.0000000e+000, 0.0000000e+000);
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}
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CCompilerSyntaxNodeExpression $LOCAL$/CCompilerSyntaxNodeExpression_E63D424E
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{
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Expression = "function void Eval()
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{
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// here, we have a problem:
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// we can\'t yet (in popcorn 1.5.4) tell the ribbon renderer to use a custom field
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// for position, and we want to manually shift the positions away from the mesh surface.
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// if we shift the positions used for reprojection, they will shift from frame to frame
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// and become dependent of the FPS.
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// Therefore, we\'ll use a trick where we will \'backup\' the simulated position into a custom
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// field named \'RealPosition\', then we\'ll shift the \'Position\' field to get it ready for rendering
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// at the start of the next frame, we\'ll restore \'Position\' to the one saved in \'RealPosition\',
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// so that simulation uses the correct value, not the one deformed for rendering.
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// here, restore the projected position saved in the previous frame
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Position = RealPosition;
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// all the next evolvers in the state will work on this restored \'Position\',
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// up to the last script evolver
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}
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";
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}
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CParticleSamplerShape $LOCAL$/CParticleSamplerShape_627F92C7
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{
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SamplerName = "ProjMesh";
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Shape = "$LOCAL$/CShapeDescriptor_1AAF32F4";
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}
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CParticleEvolver_Field $LOCAL$/CParticleEvolver_Field_25CAC61C
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{
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EditorInfosIsBlockMinimized = 0;
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Name = "Size";
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Evaluator = "$LOCAL$/CParticleSamplerCurve_F033910F";
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}
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CParticleSamplerCurve $LOCAL$/CParticleSamplerCurve_31F983E2
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{
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EditorInfosIsBlockMinimized = 0;
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SamplerName = "ColorCoeffLookup";
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||
|
Times =
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{
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0.0000000e+000,
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1.0000000e+000,
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};
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FloatValues =
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||
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{
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1.0483411e+001,
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1.3673043e-001,
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};
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FloatTangents =
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{
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|
0.0000000e+000,
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|
0.0000000e+000,
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-1.5378418e+001,
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0.0000000e+000,
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};
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||
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MinLimits = float4(0.0000000e+000, 0.0000000e+000, 0.0000000e+000, 0.0000000e+000);
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}
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CParticleSamplerCurve $LOCAL$/CParticleSamplerCurve_F033910F
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{
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Times =
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{
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||
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0.0000000e+000,
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2.6556039e-001,
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1.0000000e+000,
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};
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||
|
FloatValues =
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||
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{
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0.0000000e+000,
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||
|
7.1906403e-002,
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||
|
2.3364559e-002,
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||
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};
|
||
|
FloatTangents =
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||
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{
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||
|
0.0000000e+000,
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||
|
1.4652826e-001,
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||
|
0.0000000e+000,
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||
|
0.0000000e+000,
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-5.8887009e-002,
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|
0.0000000e+000,
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};
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MinLimits = float4(0.0000000e+000, 0.0000000e+000, 0.0000000e+000, 0.0000000e+000);
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||
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}
|
||
|
CParticleSamplerShape $LOCAL$/CParticleSamplerShape_EED87E01
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{
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||
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SamplerName = "ProjMesh";
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Shape = "$LOCAL$/CShapeDescriptor_19970458";
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}
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||
|
CParticleEvolver_Script $LOCAL$/CParticleEvolver_Script_1CA6C021
|
||
|
{
|
||
|
Expression = "$LOCAL$/CCompilerSyntaxNodeExpression_4DAC29C5";
|
||
|
}
|
||
|
CParticleAttributeDeclaration $LOCAL$/CParticleAttributeDeclaration_9BDD555E
|
||
|
{
|
||
|
AttributeName = "ProbeVelocity";
|
||
|
AttributeDescription = "Initial velocity of lightning strokes\\nDirectly controls the stroke length.";
|
||
|
DefaultValueF4 = float4(3.0000000e+001, 0.0000000e+000, 0.0000000e+000, 0.0000000e+000);
|
||
|
HasMin = true;
|
||
|
HasMax = true;
|
||
|
MaxValueF4 = float4(1.0000000e+002, 0.0000000e+000, 0.0000000e+000, 0.0000000e+000);
|
||
|
}
|
||
|
CShapeDescriptor $LOCAL$/CShapeDescriptor_19970458
|
||
|
{
|
||
|
ShapeType = MESH;
|
||
|
MeshResource = "Meshes/VenusHigh.pkmm";
|
||
|
}
|
||
|
CActionFactoryParticleSpawnerBase $LOCAL$/Source
|
||
|
{
|
||
|
Descriptor = "$LOCAL$/CParticleDescriptor_2830BC72";
|
||
|
Infinite = true;
|
||
|
DurationInSeconds = 2.0000000e+000;
|
||
|
SpawnCount = 8.0000000e+001;
|
||
|
FluxFactorExpression = "Flux";
|
||
|
}
|
||
|
CParticleEvolver_Localspace $LOCAL$/LocalSpace_1
|
||
|
{
|
||
|
ChildList =
|
||
|
{
|
||
|
"$LOCAL$/CParticleEvolver_Projection_F6C54DFB",
|
||
|
};
|
||
|
}
|
||
|
CParticleEvolver_Localspace $LOCAL$/LocalSpace_2
|
||
|
{
|
||
|
ChildList =
|
||
|
{
|
||
|
"$LOCAL$/CParticleEvolver_Projection_52891911",
|
||
|
};
|
||
|
}
|