meat_madness_redux/godot/assets/meat_creek/new_shadermaterial.tres

80 lines
2.4 KiB
Plaintext
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

[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) (GelfondSchneider 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 )