60 lines
1.8 KiB
Plaintext
60 lines
1.8 KiB
Plaintext
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[gd_resource type="ShaderMaterial" load_steps=3 format=2]
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[ext_resource path="res://tests/ground_squish/stringy_meat.jpg" type="Texture" id=1]
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[sub_resource type="Shader" id=4]
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code = "// NOTE: Shader automatically converted from Godot Engine 3.5.1.stable.mono's SpatialMaterial.
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shader_type spatial;
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render_mode world_vertex_coords,async_visible,blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
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uniform vec4 albedo : hint_color;
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uniform sampler2D texture_albedo : hint_albedo;
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uniform float specular;
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uniform float metallic;
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uniform float roughness : hint_range(0,1);
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uniform float point_size : hint_range(0,128);
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uniform vec3 uv1_scale;
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uniform vec3 uv1_offset;
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uniform vec3 uv2_scale;
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uniform vec3 uv2_offset;
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uniform vec3 player_pos;
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const float MAX_DISTANCE = 2.5;
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const float MAX_SINK = .3;
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void vertex() {
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UV=UV*uv1_scale.xy+uv1_offset.xy;
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float d = clamp(distance(VERTEX.xz, player_pos.xz), 0.0, MAX_DISTANCE) / MAX_DISTANCE;
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d = smoothstep(0.0, 1.0, d);
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float decrease = mix(MAX_SINK, 0.0, d);
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float y_dist = mix(0.0, MAX_SINK, clamp(player_pos.y - VERTEX.y, 0.0, MAX_SINK)/MAX_SINK);
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VERTEX.y -= decrease + y_dist;
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}
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void fragment() {
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vec2 base_uv = UV;
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vec4 albedo_tex = texture(texture_albedo,base_uv);
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albedo_tex *= COLOR;
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ALBEDO = albedo.rgb * albedo_tex.rgb;
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METALLIC = metallic;
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ROUGHNESS = roughness;
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SPECULAR = specular;
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}
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"
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[resource]
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resource_name = "TestMeat"
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shader = SubResource( 4 )
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shader_param/albedo = Color( 1, 1, 1, 1 )
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shader_param/specular = 0.5
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shader_param/metallic = 0.0
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shader_param/roughness = 1.0
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shader_param/point_size = 1.0
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shader_param/uv1_scale = Vector3( 1, 1, 1 )
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shader_param/uv1_offset = Vector3( 0, 0, 0 )
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shader_param/uv2_scale = Vector3( 1, 1, 1 )
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shader_param/uv2_offset = Vector3( 0, 0, 0 )
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shader_param/player_pos = null
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shader_param/texture_albedo = ExtResource( 1 )
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