56 lines
1.6 KiB
Plaintext
56 lines
1.6 KiB
Plaintext
[gd_resource type="ShaderMaterial" load_steps=4 format=2]
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[ext_resource path="res://assets/meat_bore/sink_platform_insides.tres" type="Material" id=1]
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[ext_resource path="res://effects/sink_block_tiled_texture.png" type="Texture" id=2]
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[sub_resource type="Shader" id=5]
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code = "// NOTE: Shader automatically converted from Godot Engine 3.5.1.stable's SpatialMaterial.
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shader_type spatial;
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render_mode async_visible,blend_mix,depth_draw_opaque,cull_back,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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void vertex() {
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float offset = TIME / 100.0;
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UV=UV*uv1_scale.xy+vec2(offset, offset);
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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 = "tiled_sink_material"
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next_pass = ExtResource( 1 )
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shader = SubResource( 5 )
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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 = 0.5
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shader_param/point_size = 1.0
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shader_param/uv1_scale = Vector3( 10, 10, 1 )
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shader_param/uv1_offset = Vector3( 0, -99, 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/texture_albedo = ExtResource( 2 )
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