[gd_scene load_steps=8 format=2] [ext_resource path="res://effects/sink_block_wavy_meat_part2.tres" type="Material" id=1] [ext_resource path="res://effects/SinkBlock.gd" type="Script" id=2] [ext_resource path="res://effects/sink_block_tiled_texture.png" type="Texture" id=3] [sub_resource type="CubeMesh" id=3] [sub_resource type="Shader" id=5] code = "// NOTE: Shader automatically converted from Godot Engine 3.5.1.stable's SpatialMaterial. shader_type spatial; render_mode async_visible,blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx; uniform vec4 albedo : hint_color; uniform sampler2D texture_albedo : hint_albedo; uniform float specular; uniform float metallic; uniform float roughness : hint_range(0,1); uniform float point_size : hint_range(0,128); uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; void vertex() { float offset = TIME / 100.0; UV=UV*uv1_scale.xy+vec2(offset, offset); } void fragment() { vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo,base_uv); albedo_tex *= COLOR; ALBEDO = albedo.rgb * albedo_tex.rgb; METALLIC = metallic; ROUGHNESS = roughness; SPECULAR = specular; } " [sub_resource type="ShaderMaterial" id=7] resource_name = "tiled_sink_material" next_pass = ExtResource( 1 ) shader = SubResource( 5 ) shader_param/albedo = Color( 1, 1, 1, 1 ) shader_param/specular = 0.5 shader_param/metallic = 0.0 shader_param/roughness = 0.5 shader_param/point_size = 1.0 shader_param/uv1_scale = Vector3( 10, 10, 1 ) shader_param/uv1_offset = Vector3( 0, -99, 0 ) shader_param/uv2_scale = Vector3( 1, 1, 1 ) shader_param/uv2_offset = Vector3( 0, 0, 0 ) shader_param/texture_albedo = ExtResource( 3 ) [sub_resource type="BoxShape" id=4] [node name="SinkBlock" type="MeshInstance"] mesh = SubResource( 3 ) material/0 = SubResource( 7 ) script = ExtResource( 2 ) [node name="SinkRegion" type="Area" parent="."] [node name="CollisionShape" type="CollisionShape" parent="SinkRegion"] shape = SubResource( 4 ) [connection signal="body_entered" from="SinkRegion" to="." method="_on_SinkRegion_body_entered"] [connection signal="body_exited" from="SinkRegion" to="." method="_on_SinkRegion_body_exited"]