67 lines
1.8 KiB
Plaintext
67 lines
1.8 KiB
Plaintext
[gd_resource type="ShaderMaterial" load_steps=5 format=2]
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[ext_resource path="res://assets/stringy_meat.jpg" type="Texture" id=1]
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[sub_resource type="Shader" id=4]
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code = "shader_type spatial;
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render_mode unshaded,cull_front;
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uniform sampler2D texture_albedo : hint_albedo;
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void fragment() {
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vec2 uv = SCREEN_UV;
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uv.x += sin((TIME + SCREEN_UV.y) * 5.0)/5.0;
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ALBEDO = texture(texture_albedo, uv).rgb;
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}"
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[sub_resource type="ShaderMaterial" id=5]
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shader = SubResource( 4 )
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shader_param/texture_albedo = ExtResource( 1 )
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[sub_resource type="Shader" id=3]
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code = "// NOTE: Shader automatically converted from Godot Engine 3.5.1.stable.mono'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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UV=UV*uv1_scale.xy+uv1_offset.xy;
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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 = "TestMeat"
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next_pass = SubResource( 5 )
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shader = SubResource( 3 )
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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 = 1.0
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shader_param/point_size = 1.0
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shader_param/uv1_scale = Vector3( 1, 1, 1 )
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shader_param/uv1_offset = Vector3( 0, 0, 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( 1 )
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