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