Loads of stuff

This commit is contained in:
Dan Baker 2025-06-23 19:39:55 +01:00
parent f3af522683
commit 66ce3ff503
413 changed files with 14802 additions and 0 deletions

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[gd_resource type="BoneMap" load_steps=2 format=3 uid="uid://jsmvf7l3e2tg"]
[sub_resource type="SkeletonProfileHumanoid" id="SkeletonProfileHumanoid_eq0yh"]
[resource]
profile = SubResource("SkeletonProfileHumanoid_eq0yh")
bonemap = null
bone_map/Root = &""
bone_map/Hips = &"mixamorig_Hips"
bone_map/Spine = &"mixamorig_Spine"
bone_map/Chest = &"mixamorig_Spine1"
bone_map/UpperChest = &"mixamorig_Spine2"
bone_map/Neck = &"mixamorig_Neck"
bone_map/Head = &"mixamorig_Head"
bone_map/LeftEye = &""
bone_map/RightEye = &""
bone_map/Jaw = &""
bone_map/LeftShoulder = &"mixamorig_LeftShoulder"
bone_map/LeftUpperArm = &"mixamorig_LeftArm"
bone_map/LeftLowerArm = &"mixamorig_LeftForeArm"
bone_map/LeftHand = &"mixamorig_LeftHand"
bone_map/LeftThumbMetacarpal = &"mixamorig_LeftHandThumb2"
bone_map/LeftThumbProximal = &"mixamorig_LeftHandThumb3"
bone_map/LeftThumbDistal = &"mixamorig_LeftHandThumb4"
bone_map/LeftIndexProximal = &"mixamorig_LeftHandIndex2"
bone_map/LeftIndexIntermediate = &"mixamorig_LeftHandIndex3"
bone_map/LeftIndexDistal = &"mixamorig_LeftHandIndex4"
bone_map/LeftMiddleProximal = &"mixamorig_LeftHandMiddle2"
bone_map/LeftMiddleIntermediate = &"mixamorig_LeftHandMiddle3"
bone_map/LeftMiddleDistal = &"mixamorig_LeftHandMiddle4"
bone_map/LeftRingProximal = &"mixamorig_LeftHandRing2"
bone_map/LeftRingIntermediate = &"mixamorig_LeftHandRing3"
bone_map/LeftRingDistal = &"mixamorig_LeftHandRing4"
bone_map/LeftLittleProximal = &"mixamorig_LeftHandPinky2"
bone_map/LeftLittleIntermediate = &"mixamorig_LeftHandPinky3"
bone_map/LeftLittleDistal = &"mixamorig_LeftHandPinky4"
bone_map/RightShoulder = &"mixamorig_RightShoulder"
bone_map/RightUpperArm = &"mixamorig_RightArm"
bone_map/RightLowerArm = &"mixamorig_RightForeArm"
bone_map/RightHand = &"mixamorig_RightHand"
bone_map/RightThumbMetacarpal = &"mixamorig_RightHandThumb2"
bone_map/RightThumbProximal = &"mixamorig_RightHandThumb3"
bone_map/RightThumbDistal = &"mixamorig_RightHandThumb4"
bone_map/RightIndexProximal = &"mixamorig_RightHandIndex2"
bone_map/RightIndexIntermediate = &"mixamorig_RightHandIndex3"
bone_map/RightIndexDistal = &"mixamorig_RightHandIndex4"
bone_map/RightMiddleProximal = &"mixamorig_RightHandMiddle2"
bone_map/RightMiddleIntermediate = &"mixamorig_RightHandMiddle3"
bone_map/RightMiddleDistal = &"mixamorig_RightHandMiddle4"
bone_map/RightRingProximal = &"mixamorig_RightHandRing2"
bone_map/RightRingIntermediate = &"mixamorig_RightHandRing3"
bone_map/RightRingDistal = &"mixamorig_RightHandRing4"
bone_map/RightLittleProximal = &"mixamorig_RightHandPinky2"
bone_map/RightLittleIntermediate = &"mixamorig_RightHandPinky3"
bone_map/RightLittleDistal = &"mixamorig_RightHandPinky4"
bone_map/LeftUpperLeg = &"mixamorig_LeftUpLeg"
bone_map/LeftLowerLeg = &"mixamorig_LeftLeg"
bone_map/LeftFoot = &"mixamorig_LeftFoot"
bone_map/LeftToes = &"mixamorig_LeftToeBase"
bone_map/RightUpperLeg = &"mixamorig_RightUpLeg"
bone_map/RightLowerLeg = &"mixamorig_RightLeg"
bone_map/RightFoot = &"mixamorig_RightFoot"
bone_map/RightToes = &"mixamorig_RightToeBase"

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[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://cpfj1pxueabmh"
path="res://.godot/imported/YbotPacked.glb-130f94c236840a667089df3d8e3daf02.scn"
[deps]
source_file="res://Common/animations/YbotPacked.glb"
dest_files=["res://.godot/imported/YbotPacked.glb-130f94c236840a667089df3d8e3daf02.scn"]
[params]
nodes/root_type=""
nodes/root_name=""
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
_subresources={
"nodes": {
"PATH:Armature/Skeleton3D": {
"retarget/bone_map": Resource("res://common/animations/Mixamo BoneMap.tres")
}
}
}
gltf/naming_version=1
gltf/embedded_image_handling=1

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shader_type spatial;
render_mode unshaded;
uniform sampler2D screen_texture : source_color, hint_screen_texture, filter_nearest;
uniform sampler2D depth_texture : source_color, hint_depth_texture, filter_nearest;
uniform sampler2D normal_texture : source_color, hint_normal_roughness_texture, filter_nearest;
uniform float depth_threshold : hint_range(0, 1) = 0.05;
uniform float reverse_depth_threshold : hint_range(0, 1) = 0.25;
uniform float normal_threshold : hint_range(0, 1) = 0.6;
uniform float darken_amount : hint_range(0, 1, 0.01) = 0.3;
uniform float lighten_amount : hint_range(0, 10, 0.01) = 1.5;
uniform vec3 normal_edge_bias = vec3(1, 1, 1);
uniform vec3 light_direction = vec3(-0.96, -0.18, 0.2);
float get_depth(vec2 screen_uv, mat4 inv_projection_matrix) {
float depth = texture(depth_texture, screen_uv).r;
vec3 ndc = vec3(screen_uv * 2.0 - 1.0, depth);
vec4 view = inv_projection_matrix * vec4(ndc, 1.0);
view.xyz /= view.w;
return -view.z;
}
void vertex() {
POSITION = vec4(VERTEX.xy, 1.0, 1.0);
}
void fragment() {
float depth = get_depth(SCREEN_UV, INV_PROJECTION_MATRIX);
vec3 normal = texture(normal_texture, SCREEN_UV).xyz * 2.0 - 1.0;
vec2 texel_size = 1.0 / VIEWPORT_SIZE.xy;
vec2 uvs[4];
uvs[0] = vec2(SCREEN_UV.x, min(1.0 - 0.001, SCREEN_UV.y + texel_size.y));
uvs[1] = vec2(SCREEN_UV.x, max(0.0, SCREEN_UV.y - texel_size.y));
uvs[2] = vec2(min(1.0 - 0.001, SCREEN_UV.x + texel_size.x), SCREEN_UV.y);
uvs[3] = vec2(max(0.0, SCREEN_UV.x - texel_size.x), SCREEN_UV.y);
float depth_diff = 0.0;
float depth_diff_reversed = 0.0;
float nearest_depth = depth;
vec2 nearest_uv = SCREEN_UV;
float normal_sum = 0.0;
for (int i = 0; i < 4; i++) {
float d = get_depth(uvs[i], INV_PROJECTION_MATRIX);
depth_diff += depth - d;
depth_diff_reversed += d - depth;
if (d < nearest_depth) {
nearest_depth = d;
nearest_uv = uvs[i];
}
vec3 n = texture(normal_texture, uvs[i]).xyz * 2.0 - 1.0;
vec3 normal_diff = normal - n;
// Edge pixels should yield to the normal closest to the bias direction
float normal_bias_diff = dot(normal_diff, normal_edge_bias);
float normal_indicator = smoothstep(-0.01, 0.01, normal_bias_diff);
normal_sum += dot(normal_diff, normal_diff) * normal_indicator;
}
float depth_edge = step(depth_threshold, depth_diff);
// The reverse depth sum produces depth lines inside of the object, but they don't look as nice as the normal depth_diff
// Instead, we can use this value to mask the normal edge along the outside of the object
float reverse_depth_edge = step(reverse_depth_threshold, depth_diff_reversed);
float indicator = sqrt(normal_sum);
float normal_edge = step(normal_threshold, indicator - reverse_depth_edge);
vec3 original = texture(screen_texture, SCREEN_UV).rgb;
vec3 nearest = texture(screen_texture, nearest_uv).rgb;
mat3 view_to_world_normal_mat = mat3(
INV_VIEW_MATRIX[0].xyz,
INV_VIEW_MATRIX[1].xyz,
INV_VIEW_MATRIX[2].xyz
);
float ld = dot((view_to_world_normal_mat * normal), normalize(light_direction));
vec3 depth_col = nearest * darken_amount;
vec3 normal_col = original * (ld > 0.0 ? darken_amount : lighten_amount);
vec3 edge_mix = mix(normal_col, depth_col, depth_edge);
ALBEDO = mix(original, edge_mix, (depth_edge > 0.0 ? depth_edge : normal_edge));
}

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uid://bsemnmdracd4m