niveau/transitions: shader de transition
Entre les niveaux et à la mort il y a maintenant un fondu au noir qui se met en place pour éviter d'avoir la gerbe sur les mouvements de caméra. la physique est en pause pendant la transition.
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35
shaders/masks/shards.png.import
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35
shaders/masks/shards.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://dwn3g5smhhcb0"
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path.s3tc="res://.godot/imported/shards.png-8f1a380663fac4b8c90fd5ea54d3ed72.s3tc.ctex"
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metadata={
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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[deps]
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source_file="res://shaders/masks/shards.png"
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dest_files=["res://.godot/imported/shards.png-8f1a380663fac4b8c90fd5ea54d3ed72.s3tc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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