Noise-driven fire light rig with bounce, core, embers and glow
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@@ -42,6 +42,17 @@ func _ready() -> void:
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env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
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env.ambient_light_color = Color(0.28, 0.36, 0.48)
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env.ambient_light_energy = 0.12
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# Glow compensates for the missing volumetric fog (unsupported in Compatibility):
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# a high threshold so only the fire core blooms, keeping the amber HUD readable.
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env.glow_enabled = true
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env.glow_intensity = 0.45
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env.glow_strength = 1.0
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env.glow_bloom = 0.05
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env.glow_mix = 0.05
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env.glow_hdr_threshold = 1.3
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env.glow_blend_mode = Environment.GLOW_BLEND_MODE_ADDITIVE
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for level in [2, 3, 4]:
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env.set("glow_levels/%d" % level, 1.0 if level == 3 else 0.4)
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envnode.environment = env
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add_child(envnode)
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var office := Node3D.new()
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