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Каталог шейдеров и скриптов ​

Страница создаётся автоматически (python tools/gen_catalog.py). В каждый новый проект кладутся 426 шейдеров (assets/shaders/library/) и 236 скриптов (scripts/src/<папка>/), а также материалы (каталог).

Как использовать

Шейдер объекта: перетащите .wgsl на объект или выберите его в поле shader компонента MeshRenderer. Шейдер камеры: перетащите в окно сцены или добавьте в «Эффекты камеры» (params.x - сила). Константы в начале файла - настройки. Скрипт: перетащите файл из панели Project на объект; поля появятся в Инспекторе.

Шейдер вместо материала

Шейдер объекта сейчас заменяет материал на объекте, а не накладывается поверх. Совместить шейдер и материал можно в графе нод (.kshader / .kmat) или собрав WGSL из графа через Export as WGSL shader. Слои шейдеров поверх материала - в планах.

Шейдеры (426) ​

Camera / general (20) ​

black_white, chromatic_pop, cinematic_bars, crt, damage_flash, dream_glow, drunk, edge_outline, film_grain, glitch, night_vision, pixelate, posterize, sepia, sharpen, teal_orange, thermal, tilt_shift, underwater, vhs

Camera / grade (36) ​

Contrast12, Contrast15, Contrast20, Contrast7, GradeBleach, GradeCool, GradeCross, GradeDusk, GradeFade, GradeGolden, GradeMatrix, GradeMoon, GradeNoir, GradeToxic, GradeVivid, GradeWarm, HueShift120, HueShift180, HueShift240, HueShift60, Saturation0, Saturation14, Saturation20, Saturation4, TintBlue, TintCyan, TintGreen, TintLime, TintMagenta, TintOrange, TintPink, TintRed, TintTeal, TintViolet, TintWhite, TintYellow

Camera / lens (13) ​

Chromatic1, Chromatic2, Chromatic4, Chromatic8, Grain15, Grain4, Grain8, Sharpen, SoftBlur, WaveDistort12, WaveDistort20, WaveDistort5, WaveDistort8

Camera / pixel (62) ​

Pixel128Autumn, Pixel128Candy, Pixel128Cga, Pixel128GameBoy, Pixel128GameBoyPocket, Pixel128Ice, Pixel128Neon, Pixel128Sepia, Pixel160Autumn, Pixel160Candy, Pixel160Cga, Pixel160GameBoy, Pixel160GameBoyPocket, Pixel160Ice, Pixel160Neon, Pixel160Sepia, Pixel240Autumn, Pixel240Candy, Pixel240Cga, Pixel240GameBoy, Pixel240GameBoyPocket, Pixel240Ice, Pixel240Neon, Pixel240Sepia, Pixel320Autumn, Pixel320Candy, Pixel320Cga, Pixel320GameBoy, Pixel320GameBoyPocket, Pixel320Ice, Pixel320Neon, Pixel320Sepia, Pixel64Autumn, Pixel64Candy, Pixel64Cga, Pixel64GameBoy, Pixel64GameBoyPocket, Pixel64Ice, Pixel64Neon, Pixel64Sepia, Pixel96Autumn, Pixel96Candy, Pixel96Cga, Pixel96GameBoy, Pixel96GameBoyPocket, Pixel96Ice, Pixel96Neon, Pixel96Sepia, PixelColour120x3, PixelColour120x4, PixelColour120x6, PixelColour160x3, PixelColour160x4, PixelColour160x6, PixelColour240x3, PixelColour240x4, PixelColour240x6, PixelColour80x3, PixelColour80x4, PixelColour80x6, PixelOutline120, PixelOutline200

Camera / retro (15) ​

Pixelate120, Pixelate180, Pixelate240, Pixelate60, Pixelate90, Posterize12, Posterize2, Posterize3, Posterize4, Posterize6, Posterize8, Scanlines120, Scanlines200, Scanlines300, Scanlines480

Camera / stylize (6) ​

Duotone, Heat, Invert, Sepia, Solarize, Threshold

Camera / vignette (6) ​

Vignette120, Vignette20, Vignette35, Vignette50, Vignette70, Vignette90

Object / fx3d (28) ​

CoverBlue, CoverGreen, CoverOrange, CoverPink, CoverViolet, CoverWhite, DissolveCyan, DissolveGreen, DissolveOrange, DissolveRed, DissolveViolet, DissolveWhite, FlameBlue, FlameCyan, FlameGreen, FlameOrange, FlameRed, FlameViolet, GlitterCyan, GlitterPink, GlitterWhite, GlitterYellow, MatCapCandy, MatCapFire, MatCapForest, MatCapOcean, MatCapSunset, MatCapToxic

Object / general (26) ​

bricks, checker_floor, dissolve, fire, force_field, glass, gold_metal, height_gradient, hologram, ice, lava, marble, moss_on_top, neon_glow, outline_toon, pearl, rainbow_height, rim_light, sand_ripples, snow_cover, toon, triplanar_blend, tron_grid, unlit_color, wind_sway, wood_planks

Object / glow (48) ​

ForceFieldCyan, ForceFieldGreen, ForceFieldMagenta, ForceFieldOrange, ForceFieldViolet, ForceFieldWhite, GhostBlue, GhostCyan, GhostGreen, GhostMagenta, GhostOrange, GhostRed, GhostViolet, GhostWhite, HologramBlue, HologramCyan, HologramGreen, HologramMagenta, HologramOrange, HologramRed, HologramWhite, HologramYellow, IridescentGreen, IridescentLime, IridescentOrange, IridescentRed, IridescentTeal, IridescentYellow, PulseBlue, PulseCyan, PulseGreen, PulseMagenta, PulseOrange, PulseRed, PulseViolet, PulseYellow, RimGlowBlue, RimGlowCyan, RimGlowGreen, RimGlowLime, RimGlowMagenta, RimGlowOrange, RimGlowPink, RimGlowRed, RimGlowTeal, RimGlowViolet, RimGlowWhite, RimGlowYellow

Object / noise (24) ​

FlowCandy, FlowDesert, FlowFire, FlowForest, FlowGold, FlowIce, FlowLava, FlowMono, FlowNight, FlowOcean, FlowSunset, FlowToxic, NoiseCandy, NoiseDesert, NoiseFire, NoiseForest, NoiseGold, NoiseIce, NoiseLava, NoiseMono, NoiseNight, NoiseOcean, NoiseSunset, NoiseToxic

Object / pattern (53) ​

Checker3DCandy, Checker3DFire, Checker3DForest, Checker3DIce, Checker3DNight, Checker3DOcean, Checker3DSunset, Checker3DToxic, GridBlue, GridCyan, GridGreen, GridMagenta, GridOrange, GridWhite, HeightGradientCandy, HeightGradientDesert, HeightGradientFire, HeightGradientForest, HeightGradientGold, HeightGradientIce, HeightGradientLava, HeightGradientMono, HeightGradientNight, HeightGradientOcean, HeightGradientSunset, HeightGradientToxic, PolkaDotsCandy, PolkaDotsFire, PolkaDotsForest, PolkaDotsOcean, PolkaDotsSunset, PolkaDotsToxic, RadialGradientCandy, RadialGradientDesert, RadialGradientFire, RadialGradientForest, RadialGradientGold, RadialGradientIce, RadialGradientLava, RadialGradientMono, RadialGradientNight, RadialGradientOcean, RadialGradientSunset, RadialGradientToxic, StripesXForest, StripesXOcean, StripesXSunset, StripesYForest, StripesYOcean, StripesYSunset, StripesZForest, StripesZOcean, StripesZSunset

Object / pixel (25) ​

PixelNoise10, PixelNoise16, PixelNoise6, PixelTexture128, PixelTexture16, PixelTexture32, PixelTexture64, VoxelLook16Cga, VoxelLook16GameBoy, VoxelLook16GameBoyPocket, VoxelLook16Ice, VoxelLook16Neon, VoxelLook16Sepia, VoxelLook32Cga, VoxelLook32GameBoy, VoxelLook32GameBoyPocket, VoxelLook32Ice, VoxelLook32Neon, VoxelLook32Sepia, VoxelLook8Cga, VoxelLook8GameBoy, VoxelLook8GameBoyPocket, VoxelLook8Ice, VoxelLook8Neon, VoxelLook8Sepia

Object / texture (6) ​

ConveyorDiagonal, ConveyorFast, ConveyorScrollDown, ConveyorScrollLeft, ConveyorScrollRight, ConveyorScrollUp

Object / toon (16) ​

OutlineHeavy, OutlineInk, OutlineThick, OutlineThin, Toon2BandsCyanRim, Toon2BandsOrangeRim, Toon2BandsWhiteRim, Toon3BandsCyanRim, Toon3BandsOrangeRim, Toon3BandsWhiteRim, Toon4BandsCyanRim, Toon4BandsOrangeRim, Toon4BandsWhiteRim, Toon5BandsCyanRim, Toon5BandsOrangeRim, Toon5BandsWhiteRim

Object / vertex (16) ​

BounceSoft, BounceStrong, BreatheSoft, BreatheStrong, FlagSoft, FlagStrong, JitterSoft, JitterStrong, RippleSoft, RippleStrong, TwistSoft, TwistStrong, WaveSoft, WaveStrong, WindSoft, WindStrong

Object / water (26) ​

ToonWaterInk, ToonWaterLake, ToonWaterLava, ToonWaterMilk, ToonWaterOcean, ToonWaterPool, ToonWaterRiver, ToonWaterSwamp, ToonWaterToxic, ToonWaterTropical, WaterInk, WaterLake, WaterLava, WaterMilk, WaterOcean, WaterPool, WaterRiver, WaterSwamp, WaterToxic, WaterTropical, WavySurfaceLake, WavySurfaceOcean, WavySurfacePool, WavySurfaceRiver, WavySurfaceSwamp, WavySurfaceTropical

Скрипты (236) ​

animate (67) ​

СкриптОписание
blink_alarmBlinks between the original colour and a flash colour.
blink_cyanBlinks between the original colour and a flash colour.
blink_greenBlinks between the original colour and a flash colour.
blink_redBlinks between the original colour and a flash colour.
blink_warningBlinks between the original colour and a flash colour.
bob_xMoves up and down along X like a buoy.
bob_xbigMoves up and down along X like a buoy.
bob_xsmallMoves up and down along X like a buoy.
bob_yMoves up and down along Y like a buoy.
bob_ybigMoves up and down along Y like a buoy.
bob_ysmallMoves up and down along Y like a buoy.
bob_zMoves up and down along Z like a buoy.
bob_zbigMoves up and down along Z like a buoy.
bob_zsmallMoves up and down along Z like a buoy.
color_cycleCycles the object colour through the rainbow.
color_cycle_discoCycles the object colour through the rainbow.
color_cycle_fastCycles the object colour through the rainbow.
color_cycle_slowCycles the object colour through the rainbow.
driveMoves forward (local -Z) at a constant speed in metres per second.
drive_fastMoves forward (local -Z) at a constant speed in metres per second.
drive_slowMoves forward (local -Z) at a constant speed in metres per second.
flickerSwitches the object on and off irregularly like a broken lamp.
flicker_fastSwitches the object on and off irregularly like a broken lamp.
flicker_slowSwitches the object on and off irregularly like a broken lamp.
hover_floatBobs up and down while slowly turning: pickups, crystals, floating signs.
hover_hoverBobs up and down while slowly turning: pickups, crystals, floating signs.
hover_idleBobs up and down while slowly turning: pickups, crystals, floating signs.
hover_levitateBobs up and down while slowly turning: pickups, crystals, floating signs.
orbit_centreCircles around the point where the object started (or an object named in center).
orbit_centre_closeCircles around the point where the object started (or an object named in center).
orbit_centre_fastCircles around the point where the object started (or an object named in center).
orbit_centre_slowCircles around the point where the object started (or an object named in center).
orbit_centre_tinyCircles around the point where the object started (or an object named in center).
orbit_centre_wideCircles around the point where the object started (or an object named in center).
pulse_scaleScales the object smoothly between a minimum and a maximum.
pulse_scale_breathingScales the object smoothly between a minimum and a maximum.
pulse_scale_gentleScales the object smoothly between a minimum and a maximum.
pulse_scale_heartbeatScales the object smoothly between a minimum and a maximum.
pulse_scale_popScales the object smoothly between a minimum and a maximum.
pulse_scale_strongScales the object smoothly between a minimum and a maximum.
slide_xSlides back and forth along X.
slide_xlongSlides back and forth along X.
slide_xshortSlides back and forth along X.
slide_ySlides back and forth along Y.
slide_ylongSlides back and forth along Y.
slide_yshortSlides back and forth along Y.
slide_zSlides back and forth along Z.
slide_zlongSlides back and forth along Z.
slide_zshortSlides back and forth along Z.
spin_xRotates around the X axis (90 degrees per second by default).
spin_xfastRotates around the X axis (360 degrees per second by default).
spin_xslowRotates around the X axis (20 degrees per second by default).
spin_yRotates around the Y axis (90 degrees per second by default).
spin_yfastRotates around the Y axis (360 degrees per second by default).
spin_yslowRotates around the Y axis (20 degrees per second by default).
spin_zRotates around the Z axis (90 degrees per second by default).
spin_zfastRotates around the Z axis (360 degrees per second by default).
spin_zslowRotates around the Z axis (20 degrees per second by default).
wobble_xrockSwings around X by +-10 degrees.
wobble_xshakeSwings around X by +-4 degrees.
wobble_xswaySwings around X by +-25 degrees.
wobble_yrockSwings around Y by +-10 degrees.
wobble_yshakeSwings around Y by +-4 degrees.
wobble_yswaySwings around Y by +-25 degrees.
wobble_zrockSwings around Z by +-10 degrees.
wobble_zshakeSwings around Z by +-4 degrees.
wobble_zswaySwings around Z by +-25 degrees.

audio (7) ​

СкриптОписание
ambient_loopStarts a music or ambience loop when the game starts.
master_volume_fullSets the master volume to 1.0.
master_volume_halfSets the master volume to 0.5.
master_volume_quietSets the master volume to 0.2.
stereo_loop_centrePlays a looping 2D sound panned to the centre.
stereo_loop_leftPlays a looping 2D sound panned to the left.
stereo_loop_rightPlays a looping 2D sound panned to the right.

camera (24) ​

СкриптОписание
camera_shakeShakes the camera when a "shake" message arrives (send it with ctx.emit("shake", json!({}))),
zoom_on_keyHold the right mouse button to zoom the camera in (a field-of-view change), release to return.
camera_panTurns the camera around the vertical axis for trailers and menus.
camera_pan_fastTurns the camera around the vertical axis for trailers and menus.
camera_pan_slowTurns the camera around the vertical axis for trailers and menus.
follow_behind_smoothFollows the object named target with an offset (0.0, 3.0, 7.0), smoothing 5.0.
follow_behind_tightFollows the object named target with an offset (0.0, 3.0, 7.0), smoothing 14.0.
follow_close_smoothFollows the object named target with an offset (0.0, 1.8, 3.5), smoothing 5.0.
follow_close_tightFollows the object named target with an offset (0.0, 1.8, 3.5), smoothing 14.0.
follow_high_smoothFollows the object named target with an offset (0.0, 9.0, 6.0), smoothing 5.0.
follow_high_tightFollows the object named target with an offset (0.0, 9.0, 6.0), smoothing 14.0.
follow_shoulder_smoothFollows the object named target with an offset (1.2, 1.9, 3.0), smoothing 5.0.
follow_shoulder_tightFollows the object named target with an offset (1.2, 1.9, 3.0), smoothing 14.0.
follow_side_smoothFollows the object named target with an offset (9.0, 2.5, 0.0), smoothing 5.0.
follow_side_tightFollows the object named target with an offset (9.0, 2.5, 0.0), smoothing 14.0.
follow_top_down_smoothFollows the object named target with an offset (0.0, 14.0, 0.5), smoothing 5.0.
follow_top_down_tightFollows the object named target with an offset (0.0, 14.0, 0.5), smoothing 14.0.
fov_breath_cinematicSlowly changes the field of view between two values.
fov_breath_sprintSlowly changes the field of view between two values.
fov_breath_wideSlowly changes the field of view between two values.
shake_on_keyShakes the camera for a moment when you press C (impact feeling).
shake_on_key_hardShakes the camera for a moment when you press C (impact feeling).
shake_on_key_quakeShakes the camera for a moment when you press C (impact feeling).
shake_on_key_softShakes the camera for a moment when you press C (impact feeling).

control (31) ​

СкриптОписание
drive_arrowsCar-style control with the ARROWS keys: forward / back and steering.
drive_ijklCar-style control with the IJKL keys: forward / back and steering.
drive_wasdCar-style control with the WASD keys: forward / back and steering.
jumpJumps with Space when the body is close to the ground (a physics RigidBody is required).
jump_highJumps with Space when the body is close to the ground (a physics RigidBody is required).
jump_lowJumps with Space when the body is close to the ground (a physics RigidBody is required).
jump_moonJumps with Space when the body is close to the ground (a physics RigidBody is required).
move_arrows_runMoves the object on the ground with the ARROWS keys (7.0 m/s). Not physics based.
move_arrows_sprintMoves the object on the ground with the ARROWS keys (12.0 m/s). Not physics based.
move_arrows_walkMoves the object on the ground with the ARROWS keys (3.0 m/s). Not physics based.
move_ijkl_runMoves the object on the ground with the IJKL keys (7.0 m/s). Not physics based.
move_ijkl_sprintMoves the object on the ground with the IJKL keys (12.0 m/s). Not physics based.
move_ijkl_walkMoves the object on the ground with the IJKL keys (3.0 m/s). Not physics based.
move_wasd_runMoves the object on the ground with the WASD keys (7.0 m/s). Not physics based.
move_wasd_sprintMoves the object on the ground with the WASD keys (12.0 m/s). Not physics based.
move_wasd_walkMoves the object on the ground with the WASD keys (3.0 m/s). Not physics based.
shoot_ball_eThrows a physics ball forward with E.
shoot_ball_fThrows a physics ball forward with F.
shoot_ball_mouseThrows a physics ball forward with the left mouse button.
sound_on_ePlays a sound when E is pressed.
sound_on_fPlays a sound when F is pressed.
sound_on_num1Plays a sound when Num1 is pressed.
sound_on_num2Plays a sound when Num2 is pressed.
sound_on_spacePlays a sound when Space is pressed.
toggle_eShows or hides the object when you press E.
toggle_enterShows or hides the object when you press Enter.
toggle_fShows or hides the object when you press F.
toggle_spaceShows or hides the object when you press Space.
turn_arrowsTurns left and right with the ARROWS keys.
turn_ijklTurns left and right with the IJKL keys.
turn_wasdTurns left and right with the WASD keys.

debug (7) ​

СкриптОписание
log_fps_fivePrints the frame rate every 5.0 s.
log_fps_secondPrints the frame rate every 1.0 s.
log_globalsPrints the shared variable score every 2 s.
log_position_fivePrints the object position every 5.0 s.
log_position_secondPrints the object position every 1.0 s.
log_position_tenthPrints the object position every 0.1 s.
log_tagsPrints the tags of the object once at start.

gameplay (65) ​

СкриптОписание
collectibleA pickup: spins, bobs, and is collected when the player (an object named "Player") gets close.
look_atTurns the object towards another object (turrets, eyes, signs).
respawnPuts the object back at its start (or a chosen point) when it falls out of the world.
score_counterCounts "collected" messages and shows the score; announces the win.
spawnerDrops a new physics primitive at this object every few seconds, and removes it later.
button_clickSends the signal open when the Player is near and presses E.
button_enterSends the signal open when the Player is near and presses Enter.
count_clicksIncrements the shared variable clicks each time Space is pressed (a test counter).
count_deathsIncrements the shared variable deaths each time Space is pressed (a test counter).
count_killsIncrements the shared variable kills each time Space is pressed (a test counter).
count_scoreIncrements the shared variable score each time Space is pressed (a test counter).
despawn_after10sRemoves the object 10 seconds after the game starts.
despawn_after1sRemoves the object 1 seconds after the game starts.
despawn_after2sRemoves the object 2 seconds after the game starts.
despawn_after30sRemoves the object 30 seconds after the game starts.
despawn_after3sRemoves the object 3 seconds after the game starts.
despawn_after5sRemoves the object 5 seconds after the game starts.
heartbeat_fiveBroadcasts the signal tick_5 every 5.0 s.
heartbeat_minuteBroadcasts the signal tick_60 every 60.0 s.
heartbeat_secondBroadcasts the signal tick_1 every 1.0 s.
heartbeat_tenBroadcasts the signal tick_10 every 10.0 s.
kill_zone_deepTeleports the object back to where it started when it falls below y = -100.0.
kill_zone_floorTeleports the object back to where it started when it falls below y = -20.0.
kill_zone_shallowTeleports the object back to where it started when it falls below y = -5.0.
message_hintShows the message "Press E to interact" once when the game starts.
message_objectiveShows the message "Find the exit" once when the game starts.
message_warningShows the message "Careful!" once when the game starts.
message_welcomeShows the message "Welcome!" once when the game starts.
message_winShows the message "You win!" once when the game starts.
pickup_ammoAdds 10 to the shared variable ammo when the Player touches it.
pickup_coinA pickup worth 1 point(s): spins, and is collected by the object named Player. Adds to the shared variable score.
pickup_coinsAdds 5 to the shared variable coins when the Player touches it.
pickup_crystalA pickup worth 25 point(s): spins, and is collected by the object named Player. Adds to the shared variable score.
pickup_energyAdds 50 to the shared variable energy when the Player touches it.
pickup_gemA pickup worth 10 point(s): spins, and is collected by the object named Player. Adds to the shared variable score.
pickup_healthAdds 25 to the shared variable health when the Player touches it.
pickup_livesAdds 1 to the shared variable lives when the Player touches it.
pickup_orbA pickup worth 2 point(s): spins, and is collected by the object named Player. Adds to the shared variable score.
pickup_starA pickup worth 5 point(s): spins, and is collected by the object named Player. Adds to the shared variable score.
proximity_signalSends a signal once when the Player comes close.
proximity_signal_farSends a signal once when the Player comes close.
proximity_signal_nearSends a signal once when the Player comes close.
proximity_signal_wideSends a signal once when the Player comes close.
respawnPuts the object back at its start after 3.0 s without moving (stuck objects).
respawn_fastPuts the object back at its start after 1.0 s without moving (stuck objects).
respawn_slowPuts the object back at its start after 8.0 s without moving (stuck objects).
slide_door_xSlides 3.5 m along X when it receives the signal open and back on close.
slide_door_xshortSlides 2.0 m along X when it receives the signal open and back on close.
slide_door_ySlides 3.5 m along Y when it receives the signal open and back on close.
slide_door_yshortSlides 2.0 m along Y when it receives the signal open and back on close.
slide_door_zSlides 3.5 m along Z when it receives the signal open and back on close.
slide_door_zshortSlides 2.0 m along Z when it receives the signal open and back on close.
spawn_capsule_fastDrops a physics capsule every 0.4 s above the object (at most max_alive at a time).
spawn_capsule_slowDrops a physics capsule every 2.0 s above the object (at most max_alive at a time).
spawn_cone_fastDrops a physics cone every 0.4 s above the object (at most max_alive at a time).
spawn_cone_slowDrops a physics cone every 2.0 s above the object (at most max_alive at a time).
spawn_cube_fastDrops a physics cube every 0.4 s above the object (at most max_alive at a time).
spawn_cube_slowDrops a physics cube every 2.0 s above the object (at most max_alive at a time).
spawn_cylinder_fastDrops a physics cylinder every 0.4 s above the object (at most max_alive at a time).
spawn_cylinder_slowDrops a physics cylinder every 2.0 s above the object (at most max_alive at a time).
spawn_sphere_fastDrops a physics sphere every 0.4 s above the object (at most max_alive at a time).
spawn_sphere_slowDrops a physics sphere every 2.0 s above the object (at most max_alive at a time).
teleport_cameraMoves the object to the object named Main Camera when T is pressed.
teleport_playerMoves the object to the object named Player when T is pressed.
teleport_targetMoves the object to the object named Target when T is pressed.

movement (9) ​

СкриптОписание
bobberFloats up and down like a pickup or a buoy.
fly_cameraFree-fly camera: WASD, mouse look, Space / Ctrl for up and down, Shift to go faster.
follow_cameraSmoothly follows an object from behind and above, always looking at it.
fps_playerFirst-person player on a capsule body: WASD, mouse look, Space to jump, Shift to sprint,
jumperAdds a jump (Space) to a physics body: only when something is under its feet.
orbitCircles around a point and keeps looking at it: product shots, menus, cutscenes.
patrolMoves back and forth along an axis (a moving platform, a patrolling enemy).
spinnerRotates the object continuously (degrees per second around each axis).
top_down_moverMoves a body on the ground plane with WASD (top-down and isometric games).

ui (1) ​

СкриптОписание
welcome_messageShows a message and an objective when the game starts.

world (25) ​

СкриптОписание
clouds_clearSets the cloud cover to 0.0.
clouds_cloudySets the cloud cover to 0.6.
clouds_fewSets the cloud cover to 0.25.
clouds_overcastSets the cloud cover to 1.0.
day_nightSets the day length: 0.2 game hours per second.
day_night_fastSets the day length: 1.0 game hours per second.
day_night_frozenSets the day length: 0.0 game hours per second.
day_night_slowSets the day length: 0.05 game hours per second.
day_night_timelapseSets the day length: 4.0 game hours per second.
exposure_blindingSets the exposure to 3.0.
exposure_brightSets the exposure to 1.5.
exposure_darkSets the exposure to 0.5.
look_cinematicApplies the cinematic post-processing look when the game starts.
look_crispApplies the crisp post-processing look when the game starts.
look_dreamyApplies the dreamy post-processing look when the game starts.
look_plainApplies the none post-processing look when the game starts.
look_retroApplies the retro post-processing look when the game starts.
set_time_dawnSets the time of day to 6.0 h and freezes it.
set_time_duskSets the time of day to 18.5 h and freezes it.
set_time_eveningSets the time of day to 20.0 h and freezes it.
set_time_midnightSets the time of day to 0.0 h and freezes it.
set_time_morningSets the time of day to 9.0 h and freezes it.
set_time_noonSets the time of day to 12.0 h and freezes it.
day_night_cycleRuns the sky clock. Clouds thicken towards evening. Keys T / Y change the hour by hand.
night_lightA lamp that switches on at dusk, flickers like a flame and goes out at dawn.

Kvas Engine