meat_madness_redux/godot/assets/meat_bore/squish1.tres

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[gd_resource type="ShaderMaterial" load_steps=4 format=2]
[ext_resource path="res://assets/meat_bore/sink_platform_insides.tres" type="Material" id=1]
[ext_resource path="res://effects/sink_block_tiled_texture.png" type="Texture" id=2]
[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;
}
"
[resource]
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( 2 )