[gd_scene load_steps=10 format=2]
[ext_resource path="res://assets/shaders/FireMask.png" type="Texture" id=1]
[ext_resource path="res://assets/shaders/HoleNoise.png" type="Texture" id=2]
[ext_resource path="res://assets/shaders/stylized_fire.shader" type="Shader" id=3]
[ext_resource path="res://assets/shaders/BlueFireGradient.tres" type="Texture" id=4]
[sub_resource type="ShaderMaterial" id=1]
shader = ExtResource( 3 )
shader_param/emission_intensity = 2.0
shader_param/time_scale = 3.0
shader_param/texture_scale = Vector2( 1, 1 )
shader_param/edge_softness = 0.1
shader_param/noise_texture = ExtResource( 2 )
shader_param/texture_mask = ExtResource( 1 )
[sub_resource type="Curve" id=4]
_data = [ Vector2( 0.0108696, 0.0090909 ), 0.0, -0.418182, 0, 0, Vector2( 1, 1 ), 1.27656, 0.0, 0, 0 ]
[sub_resource type="CurveTexture" id=5]
width = 128
curve = SubResource( 4 )
[sub_resource type="ParticlesMaterial" id=8]
emission_shape = 1
emission_sphere_radius = 1.0
direction = Vector3( 0, 1, 0 )
spread = 0.0
gravity = Vector3( 0, 0, 0 )
initial_velocity = 0.5
linear_accel = 4.0
scale_random = 1.0
scale_curve = SubResource( 5 )
color_ramp = ExtResource( 4 )
[sub_resource type="QuadMesh" id=7]
size = Vector2( 0.5, 0.5 )
[node name="BlueFire" type="Particles"]
transform = Transform( 0.996392, 0, 0, 0, 0.996392, 0, 0, 0, 0.996392, -1.78327, 1.26708, 0 )
material_override = SubResource( 1 )
cast_shadow = 0
amount = 20
explosiveness = 0.45
randomness = 0.74
draw_order = 1
process_material = SubResource( 8 )
draw_pass_1 = SubResource( 7 )
[node name="OmniLight" type="OmniLight" parent="."]
light_color = Color( 0.560784, 0.752941, 1, 1 )
light_energy = 2.0