meat_madness_redux/godot/tests/ground_squish/meat_plane_material.tres

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[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 )