[gd_resource type="ShaderMaterial" load_steps=5 format=2] [ext_resource path="res://assets/meat_creek/meat_platform_texture.tres" type="Texture" id=1] [sub_resource type="Shader" id=1] 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 sampler2D bubble_curve; uniform float bubble_speed : hint_range(0.0, 20.0, 0.1); uniform float seed; float random( vec2 p ) { // e^pi (Gelfond's constant) // 2^sqrt(2) (Gelfond–Schneider constant) vec2 K1 = vec2( 23.14069263277926, 2.665144142690225 ); //return fract( cos( mod( 12345678., 256. * dot(p,K1) ) ) ); // ver1 //return fract(cos(dot(p,K1)) * 123456.); // ver2 return fract(cos(dot(p,K1)) * 12345.6789); // ver3 } void vertex() { UV=UV*uv1_scale.xy+uv1_offset.xy; float x = mod(TIME+seed, bubble_speed) / bubble_speed; float w = texture(bubble_curve, vec2(x, 0.0)).r; VERTEX.y -= w; } 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="Curve" id=2] max_value = 0.3 _data = [ Vector2( 0, 0 ), 0.0, 0.0, 0, 0, Vector2( 0.505236, 0.0821591 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), 0.0, 0.0, 0, 0 ] [sub_resource type="CurveTexture" id=3] curve = SubResource( 2 ) [resource] resource_name = "creek_platform_material" shader = SubResource( 1 ) shader_param/albedo = Color( 1, 1, 1, 1 ) shader_param/specular = 0.5 shader_param/metallic = 0.0 shader_param/roughness = 0.0 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/bubble_speed = 3.0 shader_param/seed = null shader_param/texture_albedo = ExtResource( 1 ) shader_param/bubble_curve = SubResource( 3 )