grunk/src/effects/grunk_debris.tscn

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[gd_scene load_steps=4 format=3 uid="uid://cf1o33mq2hxjx"]
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_s7rwx"]
lifetime_randomness = 0.71
direction = Vector3(0, 1, 0)
initial_velocity_min = 3.0
initial_velocity_max = 3.0
attractor_interaction_enabled = false
collision_mode = 1
collision_friction = 1.0
collision_bounce = 0.0
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_s7rwx"]
vertex_color_use_as_albedo = true
albedo_color = Color(0, 0.101961, 0.301961, 1)
texture_filter = 0
billboard_mode = 3
billboard_keep_scale = true
particles_anim_h_frames = 1
particles_anim_v_frames = 1
particles_anim_loop = false
[sub_resource type="QuadMesh" id="QuadMesh_vmxrd"]
material = SubResource("StandardMaterial3D_s7rwx")
size = Vector2(0.1, 0.1)
[node name="ArmDebrisEmitter" type="GPUParticles3D"]
process_mode = 3
emitting = false
lifetime = 2.0
one_shot = true
preprocess = 0.1
explosiveness = 0.87
process_material = SubResource("ParticleProcessMaterial_s7rwx")
draw_pass_1 = SubResource("QuadMesh_vmxrd")