74 lines
2.8 KiB
GDScript3
74 lines
2.8 KiB
GDScript3
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tool
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extends Spatial
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## Moss.
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# Moss height.
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export var moss_height = 10.0 setget set_moss_height, get_moss_height
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func set_moss_height( value ):
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moss_height = value
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for children in self.get_children():
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for mesh in children.get_children():
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if mesh is MeshInstance:
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mesh.get_surface_material( 0 ).next_pass.set_shader_param( "height_thresold", moss_height )
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func get_moss_height():
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return moss_height
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# Moss fade.
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export var moss_fade = 5.0 setget set_moss_fade, get_moss_fade
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func set_moss_fade( value ):
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moss_fade = value
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for children in self.get_children():
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for mesh in children.get_children():
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if mesh is MeshInstance:
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mesh.get_surface_material( 0 ).next_pass.set_shader_param( "height_fade", moss_fade )
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func get_moss_fade():
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return moss_fade
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# Moss depth min.
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export var moss_depth_min = 0.73 setget set_moss_depth_min, get_moss_depth_min
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func set_moss_depth_min( value ):
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moss_depth_min = value
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for children in self.get_children():
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for mesh in children.get_children():
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if mesh is MeshInstance:
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var ao_gradiant = mesh.get_surface_material( 0 ).next_pass.get_shader_param( "cliff_ao_gradiant" )
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ao_gradiant.gradient.offsets[0] = moss_depth_min
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ao_gradiant.gradient.colors[0] = Color( 1.0, 1.0, 1.0, 1.0 )
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ao_gradiant.gradient.offsets[1] = moss_depth_max
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ao_gradiant.gradient.colors[1] = Color( 0.0, 0.0, 0.0, 1.0 )
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mesh.get_surface_material( 0 ).next_pass.set_shader_param( "cliff_ao_gradiant", ao_gradiant )
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func get_moss_depth_min():
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return moss_depth_min
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# Moss depth max.
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export var moss_depth_max = 0.93 setget set_moss_depth_max, get_moss_depth_max
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func set_moss_depth_max( value ):
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moss_depth_max = value
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for children in self.get_children():
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for mesh in children.get_children():
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if mesh is MeshInstance:
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var ao_gradiant = mesh.get_surface_material( 0 ).next_pass.get_shader_param( "cliff_ao_gradiant" )
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ao_gradiant.gradient.offsets[0] = moss_depth_min
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ao_gradiant.gradient.colors[0] = Color( 1.0, 1.0, 1.0, 1.0 )
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ao_gradiant.gradient.offsets[1] = moss_depth_max
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ao_gradiant.gradient.colors[1] = Color( 0.0, 0.0, 0.0, 1.0 )
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mesh.get_surface_material( 0 ).next_pass.set_shader_param( "cliff_ao_gradiant", ao_gradiant )
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func get_moss_depth_max():
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return moss_depth_max
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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