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Copy pathBullet Particles.tscn
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Bullet Particles.tscn
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[gd_scene load_steps=5 format=2]
[ext_resource path="res://Bullet Particles material.tres" type="Material" id=1]
[ext_resource path="res://Sprites/circle_05_transparent.png" type="Texture" id=2]
[sub_resource type="SpatialMaterial" id=1]
render_priority = 0
flags_transparent = true
flags_unshaded = true
flags_vertex_lighting = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
flags_albedo_tex_force_srgb = false
flags_do_not_receive_shadows = true
flags_disable_ambient_light = true
flags_ensure_correct_normals = false
vertex_color_use_as_albedo = true
vertex_color_is_srgb = false
params_diffuse_mode = 0
params_specular_mode = 0
params_blend_mode = 1
params_cull_mode = 0
params_depth_draw_mode = 3
params_line_width = 0.1
params_point_size = 1.0
params_billboard_mode = 3
params_billboard_keep_scale = false
params_grow = false
params_use_alpha_scissor = false
particles_anim_h_frames = 1
particles_anim_v_frames = 1
particles_anim_loop = 0
albedo_color = Color( 1, 1, 1, 1 )
albedo_texture = ExtResource( 2 )
metallic = 0.0
metallic_specular = 0.5
metallic_texture_channel = 0
roughness = 1.0
roughness_texture_channel = 0
emission_enabled = false
normal_enabled = false
rim_enabled = false
clearcoat_enabled = false
anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
uv1_offset = Vector3( 0, 0, 0 )
uv1_triplanar = false
uv1_triplanar_sharpness = 1.0
uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = false
distance_fade_mode = 0
_sections_unfolded = [ "Albedo", "Flags", "Parameters", "Particles Anim", "Subsurf Scatter", "Vertex Color", "albedo_texture" ]
[sub_resource type="QuadMesh" id=2]
material = SubResource( 1 )
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
flip_faces = false
size = Vector2( 0.05, 0.05 )
_sections_unfolded = [ "Resource" ]
[node name="Particles" type="Particles"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.17147, -0.198528 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
emitting = true
amount = 10000
lifetime = 4.0
one_shot = false
preprocess = 0.0
speed_scale = 1.0
explosiveness = 0.0
randomness = 0.0
fixed_fps = 60
fract_delta = true
visibility_aabb = AABB( -4.00635, -4, -3.70996, 8, 8, 8 )
local_coords = false
draw_order = 2
process_material = ExtResource( 1 )
draw_passes = 1
draw_pass_1 = SubResource( 2 )
_sections_unfolded = [ "Draw Passes", "Drawing", "Geometry", "Lod", "Process Material", "Time", "draw_pass_1", "process_material" ]