Ajoute un shader d'eau réaliste
venant de https://github.com/fire/godot-realistic-water/
This commit is contained in:
parent
82684c8bc8
commit
e39e60323b
12 changed files with 238 additions and 27 deletions
BIN
materials/tilables/water.material
(Stored with Git LFS)
Normal file
BIN
materials/tilables/water.material
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
materials/tilables/water_fountain.material
(Stored with Git LFS)
Normal file
BIN
materials/tilables/water_fountain.material
(Stored with Git LFS)
Normal file
Binary file not shown.
|
@ -1,9 +1,12 @@
|
|||
[gd_scene load_steps=5 format=2]
|
||||
[gd_scene load_steps=7 format=2]
|
||||
|
||||
[ext_resource path="res://meshes/props/fountain_suzanha/foutain_suzanha.escn" type="PackedScene" id=1]
|
||||
[ext_resource path="res://materials/tilables/suzahna_bricks.tres" type="Material" id=2]
|
||||
[ext_resource path="res://materials/tilables/suzahna_bricks_wide.tres" type="Material" id=3]
|
||||
[ext_resource path="res://materials/tilables/suzahna_base.tres" type="Material" id=4]
|
||||
[ext_resource path="res://materials/tilables/water_fountain.material" type="Material" id=5]
|
||||
|
||||
[sub_resource type="PlaneMesh" id=1]
|
||||
|
||||
[node name="Fountain_suzanha" index="0" instance=ExtResource( 1 )]
|
||||
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.47228, 0 )
|
||||
|
@ -17,3 +20,7 @@ material/0 = ExtResource( 3 )
|
|||
[node name="Fountain_suzanha_waterhole" parent="." index="2"]
|
||||
material/0 = ExtResource( 4 )
|
||||
|
||||
[node name="water" type="MeshInstance" parent="." index="3"]
|
||||
transform = Transform( 1.86, 0, 0, 0, 1, 0, 0, 0, 0.77, 0.0789185, 0.304244, 0 )
|
||||
mesh = SubResource( 1 )
|
||||
material/0 = ExtResource( 5 )
|
||||
|
|
|
@ -33,7 +33,7 @@ func _process( delta ):
|
|||
iTime+=delta
|
||||
iFrame+=1
|
||||
|
||||
if (Engine.is_editor_hint() and $sky/viewport/sprite.editor_playing) or !Engine.is_editor_hint():
|
||||
if (Engine.is_editor_hint() and $sky/viewport/sprite.editor_clouds_playing) or !Engine.is_editor_hint():
|
||||
emit_signal("time_frame_changed", iTime, iFrame)
|
||||
|
||||
if Input.is_action_pressed("move_up"):
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
[gd_scene load_steps=22 format=2]
|
||||
[gd_scene load_steps=24 format=2]
|
||||
|
||||
[ext_resource path="res://previewer/previewer.gd" type="Script" id=1]
|
||||
[ext_resource path="res://shaders/sky.shader" type="Shader" id=2]
|
||||
|
@ -6,11 +6,12 @@
|
|||
[ext_resource path="res://previewer/dummy/dummy.tscn" type="PackedScene" id=4]
|
||||
[ext_resource path="res://textures/tilables/basic_texture_1024.png" type="Texture" id=5]
|
||||
[ext_resource path="res://meshes/decors/rocks/cliff_001.tscn" type="PackedScene" id=6]
|
||||
[ext_resource path="res://meshes/props/pendo_teddy/pendo_teddy.tscn" type="PackedScene" id=7]
|
||||
[ext_resource path="res://meshes/props/travel_box/container.tscn" type="PackedScene" id=8]
|
||||
[ext_resource path="res://meshes/props/reference_box/reference_box.tscn" type="PackedScene" id=9]
|
||||
[ext_resource path="res://meshes/props/fountain_suzanha/Fountain_suzanha.tscn" type="PackedScene" id=10]
|
||||
[ext_resource path="res://previewer/settings.tscn" type="PackedScene" id=11]
|
||||
[ext_resource path="res://materials/tilables/water.material" type="Material" id=7]
|
||||
[ext_resource path="res://meshes/props/pendo_teddy/pendo_teddy.tscn" type="PackedScene" id=8]
|
||||
[ext_resource path="res://meshes/props/travel_box/container.tscn" type="PackedScene" id=9]
|
||||
[ext_resource path="res://meshes/props/reference_box/reference_box.tscn" type="PackedScene" id=10]
|
||||
[ext_resource path="res://meshes/props/fountain_suzanha/Fountain_suzanha.tscn" type="PackedScene" id=11]
|
||||
[ext_resource path="res://previewer/settings.tscn" type="PackedScene" id=12]
|
||||
|
||||
[sub_resource type="OpenSimplexNoise" id=1]
|
||||
period = 8.0
|
||||
|
@ -23,8 +24,8 @@ noise = SubResource( 1 )
|
|||
|
||||
[sub_resource type="ShaderMaterial" id=3]
|
||||
shader = ExtResource( 2 )
|
||||
shader_param/iTime = 15.5758
|
||||
shader_param/iFrame = 1014
|
||||
shader_param/iTime = 452.999
|
||||
shader_param/iFrame = 20840
|
||||
shader_param/COVERAGE = 0.5
|
||||
shader_param/THICKNESS = 25.0
|
||||
shader_param/ABSORPTION = 1.031
|
||||
|
@ -32,7 +33,7 @@ shader_param/STEPS = 25
|
|||
shader_param/earth_radius_km = 6371.0
|
||||
shader_param/atmo_radius_km = 6471.0
|
||||
shader_param/cam_height_m = 1.8
|
||||
shader_param/sun_pos = Vector3( -11.462, 50, 85.8407 )
|
||||
shader_param/sun_pos = Vector3( -6.85618, 85.5364, 51.347 )
|
||||
shader_param/sun_intensity = 42.0
|
||||
shader_param/rayleigh_coeff = Vector3( 5.5, 13, 22.4 )
|
||||
shader_param/mie_coeff = 21.0
|
||||
|
@ -68,7 +69,9 @@ uv1_scale = Vector3( 122, 122, 122 )
|
|||
[sub_resource type="PlaneMesh" id=9]
|
||||
material = SubResource( 8 )
|
||||
|
||||
[sub_resource type="GIProbeData" id=10]
|
||||
[sub_resource type="PlaneMesh" id=10]
|
||||
|
||||
[sub_resource type="GIProbeData" id=11]
|
||||
bounds = AABB( -63.192, -25, -76.323, 126.384, 50, 152.646 )
|
||||
cell_size = 1.19255
|
||||
to_cell_xform = Transform( 0.838542, 0, 0, 0, 0.838542, 0, 0, 0, 0.838542, 52.9891, 20.9635, 64 )
|
||||
|
@ -92,8 +95,8 @@ material = SubResource( 3 )
|
|||
texture = SubResource( 4 )
|
||||
centered = false
|
||||
script = ExtResource( 3 )
|
||||
editor_playing = true
|
||||
sun_position = Vector3( -11.462, 50, 85.8407 )
|
||||
directional_light_node_path = NodePath("../../../light_system/directional_light")
|
||||
sun_position = Vector3( -6.85618, 85.5364, 51.347 )
|
||||
|
||||
[node name="world_environment" type="WorldEnvironment" parent="."]
|
||||
environment = SubResource( 7 )
|
||||
|
@ -112,49 +115,54 @@ moss_height = 15.0
|
|||
moss_fade = 2.5
|
||||
moss_depth_min = 0.73
|
||||
|
||||
[node name="water" type="MeshInstance" parent="terrain"]
|
||||
transform = Transform( 22.72, 0, 0, 0, 1, 0, 0, 0, 18.77, -27.5637, 0.428694, -26.1742 )
|
||||
mesh = SubResource( 10 )
|
||||
material/0 = ExtResource( 7 )
|
||||
|
||||
[node name="props" type="Spatial" parent="."]
|
||||
|
||||
[node name="pendo_teddy" parent="props" instance=ExtResource( 7 )]
|
||||
[node name="pendo_teddy" parent="props" instance=ExtResource( 8 )]
|
||||
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -3 )
|
||||
|
||||
[node name="container" parent="props" instance=ExtResource( 8 )]
|
||||
[node name="container" parent="props" instance=ExtResource( 9 )]
|
||||
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -5 )
|
||||
color = Color( 0.145098, 0.0980392, 0.713726, 1 )
|
||||
lid_angle = 45.0
|
||||
|
||||
[node name="container_2" parent="props" instance=ExtResource( 8 )]
|
||||
[node name="container_2" parent="props" instance=ExtResource( 9 )]
|
||||
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -1.24144, 0, -5 )
|
||||
color = Color( 0.491686, 0.159256, 0.832031, 1 )
|
||||
lid_angle = 90.0
|
||||
|
||||
[node name="container_3" parent="props" instance=ExtResource( 8 )]
|
||||
[node name="container_3" parent="props" instance=ExtResource( 9 )]
|
||||
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -2.6614, 0, -5 )
|
||||
color = Color( 0.360784, 1, 0, 1 )
|
||||
lid_angle = 12.0
|
||||
|
||||
[node name="container_4" parent="props" instance=ExtResource( 8 )]
|
||||
[node name="container_4" parent="props" instance=ExtResource( 9 )]
|
||||
transform = Transform( 0.457191, 0, 0.889369, 0, 1, 0, -0.889369, 0, 0.457191, -3.94754, 4.76837e-07, -4.27729 )
|
||||
color = Color( 0.972549, 0.196078, 0.0431373, 1 )
|
||||
lid_angle = 0.0
|
||||
|
||||
[node name="reference_box" parent="props" instance=ExtResource( 9 )]
|
||||
[node name="reference_box" parent="props" instance=ExtResource( 10 )]
|
||||
|
||||
[node name="Fountain_suzanha" parent="props" instance=ExtResource( 10 )]
|
||||
[node name="Fountain_suzanha" parent="props" instance=ExtResource( 11 )]
|
||||
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 5, 0.472, -5 )
|
||||
|
||||
[node name="light_system" type="Spatial" parent="."]
|
||||
|
||||
[node name="directional_light" type="DirectionalLight" parent="light_system"]
|
||||
transform = Transform( 0.991203, 0.0661759, -0.11462, 0, 0.866025, 0.5, 0.132352, -0.495601, 0.858407, -11.462, 50, 85.8407 )
|
||||
light_energy = 0.333333
|
||||
transform = Transform( 0.991203, 0.113209, -0.0685618, 0, 0.518027, 0.855364, 0.132352, -0.84784, 0.51347, -6.85618, 85.5364, 51.347 )
|
||||
light_energy = 0.653333
|
||||
shadow_enabled = true
|
||||
|
||||
[node name="gi_probe" type="GIProbe" parent="light_system"]
|
||||
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 21.7307, 0 )
|
||||
extents = Vector3( 63.192, 25, 76.323 )
|
||||
data = SubResource( 10 )
|
||||
data = SubResource( 11 )
|
||||
|
||||
[node name="settings" parent="." instance=ExtResource( 11 )]
|
||||
[node name="settings" parent="." instance=ExtResource( 12 )]
|
||||
visible = true
|
||||
margin_left = -475.0
|
||||
margin_top = -243.0
|
||||
|
|
|
@ -1,11 +1,14 @@
|
|||
tool
|
||||
extends Sprite
|
||||
|
||||
export(bool) var editor_playing = false
|
||||
export(bool) var editor_clouds_playing = false
|
||||
export(float, 0.0, 24.0) var day_time_hours = 12.0 setget set_day_time_hours
|
||||
|
||||
export(NodePath) var directional_light_node_path
|
||||
|
||||
func _ready():
|
||||
if !Engine.is_editor_hint():
|
||||
editor_playing = true
|
||||
editor_clouds_playing = true
|
||||
|
||||
func _on_previewer_time_frame_changed(time, frame):
|
||||
self.material.set("shader_param/iTime", time)
|
||||
|
@ -48,3 +51,7 @@ func set_time_of_day(hours, directional_light, horizontal_angle = 0.0):
|
|||
# and update our sky
|
||||
set_sun_position(sun_position)
|
||||
|
||||
|
||||
func set_day_time_hours(hours):
|
||||
if directional_light_node_path:
|
||||
set_time_of_day(hours, get_node(directional_light_node_path), 25.0)
|
||||
|
|
183
shaders/water.shader
Normal file
183
shaders/water.shader
Normal file
|
@ -0,0 +1,183 @@
|
|||
/*
|
||||
Realistic Water Shader for GODOT 3.1.1
|
||||
|
||||
Copyright (c) 2019 UnionBytes, Achim Menzel (alias AiYori)
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of this
|
||||
software and associated documentation files (the "Software"), to deal in the Software
|
||||
without restriction, including without limitation the rights to use, copy, modify,
|
||||
merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
|
||||
permit persons to whom the Software is furnished to do so, subject to the following
|
||||
conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
||||
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
|
||||
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
|
||||
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
||||
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
|
||||
OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
-- UnionBytes <https://www.unionbytes.de/>
|
||||
-- YouTube: <https://www.youtube.com/user/UnionBytes>
|
||||
*/
|
||||
|
||||
|
||||
// For this shader min. GODOT 3.1.1 is required, because 3.1 has a depth buffer bug!
|
||||
shader_type spatial;
|
||||
render_mode cull_back,diffuse_burley,specular_schlick_ggx, blend_mix;
|
||||
|
||||
|
||||
// Wave settings:
|
||||
uniform float wave_speed = 0.5; // Speed scale for the waves
|
||||
uniform vec4 wave_a = vec4(1.0, 1.0, 0.35, 3.0); // xy = Direction, z = Steepness, w = Length
|
||||
uniform vec4 wave_b = vec4(1.0, 0.6, 0.30, 1.55); // xy = Direction, z = Steepness, w = Length
|
||||
uniform vec4 wave_c = vec4(1.0, 1.3, 0.25, 0.9); // xy = Direction, z = Steepness, w = Length
|
||||
|
||||
// Surface settings:
|
||||
uniform vec2 sampler_scale = vec2(0.25, 0.25); // Scale for the sampler
|
||||
uniform vec2 sampler_direction= vec2(0.05, 0.04); // Direction and speed for the sampler offset
|
||||
|
||||
uniform sampler2D uv_sampler : hint_aniso; // UV motion sampler for shifting the normalmap
|
||||
uniform vec2 uv_sampler_scale = vec2(0.25, 0.25); // UV sampler scale
|
||||
uniform float uv_sampler_strength = 0.04; // UV shifting strength
|
||||
|
||||
uniform sampler2D normalmap_a_sampler : hint_normal; // Normalmap sampler A
|
||||
uniform sampler2D normalmap_b_sampler : hint_normal; // Normalmap sampler B
|
||||
|
||||
uniform sampler2D foam_sampler : hint_black; // Foam sampler
|
||||
uniform float foam_level = 0.5; // Foam level -> distance from the object (0.0 - 0.5)
|
||||
|
||||
// Volume settings:
|
||||
uniform float refraction = 0.075; // Refraction of the water
|
||||
|
||||
uniform vec4 color_deep : hint_color; // Color for deep places in the water, medium to dark blue
|
||||
uniform vec4 color_shallow : hint_color; // Color for lower places in the water, bright blue - green
|
||||
uniform float beers_law = 2.0; // Beers law value, regulates the blending size to the deep water level
|
||||
uniform float depth_offset = -0.75; // Offset for the blending
|
||||
|
||||
// Projector for the water caustics:
|
||||
uniform mat4 projector; // Projector matrix, mostly the matric of the sun / directlight
|
||||
uniform sampler2DArray caustic_sampler : hint_black; // Caustic sampler, (Texture array with 16 Textures for the animation)
|
||||
|
||||
|
||||
// Vertex -> Fragment:
|
||||
varying float vertex_height; // Height of the water surface
|
||||
varying vec3 vertex_normal; // Vertex normal -> Needed for refraction calculation
|
||||
varying vec3 vertex_binormal; // Vertex binormal -> Needed for refraction calculation
|
||||
varying vec3 vertex_tangent; // Vertex tangent -> Needed for refraction calculation
|
||||
|
||||
varying mat4 inv_mvp; // Inverse ModelViewProjection matrix -> Needed for caustic projection
|
||||
|
||||
|
||||
// Wave function:
|
||||
vec4 wave(vec4 parameter, vec2 position, float time, inout vec3 tangent, inout vec3 binormal)
|
||||
{
|
||||
float wave_steepness = parameter.z;
|
||||
float wave_length = parameter.w;
|
||||
|
||||
float k = 2.0 * 3.14159265359 / wave_length;
|
||||
float c = sqrt(9.8 / k);
|
||||
vec2 d = normalize(parameter.xy);
|
||||
float f = k * (dot(d, position) - c * time);
|
||||
float a = wave_steepness / k;
|
||||
|
||||
tangent += normalize(vec3(1.0-d.x * d.x * (wave_steepness * sin(f)), d.x * (wave_steepness * cos(f)), -d.x * d.y * (wave_steepness * sin(f))));
|
||||
binormal += normalize(vec3(-d.x * d.y * (wave_steepness * sin(f)), d.y * (wave_steepness * cos(f)), 1.0-d.y * d.y * (wave_steepness * sin(f))));
|
||||
|
||||
return vec4(d.x * (a * cos(f)), a * sin(f) * 0.25, d.y * (a * cos(f)), 0.0);
|
||||
}
|
||||
|
||||
|
||||
// Vertex shader:
|
||||
void vertex()
|
||||
{
|
||||
float time = TIME * wave_speed;
|
||||
|
||||
vec4 vertex = vec4(VERTEX, 1.0);
|
||||
vec3 vertex_position = (WORLD_MATRIX * vertex).xyz;
|
||||
|
||||
vertex_tangent = vec3(0.0, 0.0, 0.0);
|
||||
vertex_binormal = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
vertex += wave(wave_a, vertex_position.xz, time, vertex_tangent, vertex_binormal);
|
||||
vertex += wave(wave_b, vertex_position.xz, time, vertex_tangent, vertex_binormal);
|
||||
vertex += wave(wave_c, vertex_position.xz, time, vertex_tangent, vertex_binormal);
|
||||
|
||||
vertex_position = vertex.xyz;
|
||||
|
||||
vertex_height = (PROJECTION_MATRIX * MODELVIEW_MATRIX * vertex).z;
|
||||
|
||||
TANGENT = vertex_tangent;
|
||||
BINORMAL = vertex_binormal;
|
||||
vertex_normal = normalize(cross(vertex_binormal, vertex_tangent));
|
||||
NORMAL = vertex_normal;
|
||||
|
||||
UV = vertex.xz * sampler_scale;
|
||||
|
||||
VERTEX = vertex.xyz;
|
||||
|
||||
inv_mvp = inverse(PROJECTION_MATRIX * MODELVIEW_MATRIX);
|
||||
}
|
||||
|
||||
|
||||
// Fragment shader:
|
||||
void fragment()
|
||||
{
|
||||
// Calculation of the UV with the UV motion sampler
|
||||
vec2 uv_offset = sampler_direction * TIME;
|
||||
vec2 uv_sampler_uv = UV * uv_sampler_scale + uv_offset;
|
||||
vec2 uv_sampler_uv_offset = uv_sampler_strength * texture(uv_sampler, uv_sampler_uv).rg * 2.0 - 1.0;
|
||||
vec2 uv = UV + uv_sampler_uv_offset;
|
||||
|
||||
// Normalmap:
|
||||
vec3 normalmap = texture(normalmap_a_sampler, uv - uv_offset*2.0).rgb * 0.75; // 75 % sampler A
|
||||
normalmap += texture(normalmap_b_sampler, uv + uv_offset).rgb * 0.25; // 25 % sampler B
|
||||
|
||||
// Refraction UV:
|
||||
vec3 ref_normalmap = normalmap * 2.0 - 1.0;
|
||||
ref_normalmap = normalize(vertex_tangent*ref_normalmap.x + vertex_binormal*ref_normalmap.y + vertex_normal*ref_normalmap.z);
|
||||
vec2 ref_uv = SCREEN_UV + (ref_normalmap.xy * refraction) / vertex_height;
|
||||
|
||||
// Ground depth:
|
||||
float depth_raw = texture(DEPTH_TEXTURE, ref_uv).r * 2.0 - 1.0;
|
||||
float depth = PROJECTION_MATRIX[3][2] / (depth_raw + PROJECTION_MATRIX[2][2]);
|
||||
|
||||
float depth_blend = exp((depth+VERTEX.z + depth_offset) * -beers_law);
|
||||
depth_blend = clamp(1.0-depth_blend, 0.0, 1.0);
|
||||
float depth_blend_pow = clamp(pow(depth_blend, 2.5), 0.0, 1.0);
|
||||
|
||||
// Ground color:
|
||||
vec3 screen_color = textureLod(SCREEN_TEXTURE, ref_uv, depth_blend_pow * 2.5).rgb;
|
||||
|
||||
vec3 dye_color = mix(color_shallow.rgb, color_deep.rgb, depth_blend_pow);
|
||||
vec3 color = mix(screen_color*dye_color, dye_color*0.25, depth_blend_pow*0.5);
|
||||
|
||||
// Caustic screen projection
|
||||
vec4 caustic_screenPos = vec4(ref_uv*2.0-1.0, depth_raw, 1.0);
|
||||
vec4 caustic_localPos = inv_mvp * caustic_screenPos;
|
||||
caustic_localPos = vec4(caustic_localPos.xyz/caustic_localPos.w, caustic_localPos.w);
|
||||
|
||||
vec2 caustic_Uv = caustic_localPos.xz / vec2(1024.0) + 0.5;
|
||||
vec4 caustic_color = texture(caustic_sampler, vec3(caustic_Uv*300.0, mod(TIME*14.0, 16.0)));
|
||||
|
||||
color *= 1.0 + pow(caustic_color.r, 1.50) * (1.0-depth_blend) * 6.0;
|
||||
|
||||
// Foam:
|
||||
if(depth + VERTEX.z < foam_level && depth > vertex_height-0.1)
|
||||
{
|
||||
float foam_noise = clamp(pow(texture(foam_sampler, (uv*4.0) - uv_offset).r, 10.0)*40.0, 0.0, 0.2);
|
||||
float foam_mix = clamp(pow((1.0-(depth + VERTEX.z) + foam_noise), 8.0) * foam_noise * 0.4, 0.0, 1.0);
|
||||
color = mix(color, vec3(1.0), foam_mix);
|
||||
}
|
||||
|
||||
// Set all values:
|
||||
ALBEDO = color;
|
||||
METALLIC = 0.1;
|
||||
ROUGHNESS = 0.2;
|
||||
SPECULAR = 0.2 + depth_blend_pow * 0.4;
|
||||
NORMALMAP = normalmap;
|
||||
NORMALMAP_DEPTH = 1.25;
|
||||
}
|
BIN
textures/tilables/water/Caustic.png
Normal file
BIN
textures/tilables/water/Caustic.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 597 KiB |
BIN
textures/tilables/water/Foam.png
Normal file
BIN
textures/tilables/water/Foam.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 44 KiB |
BIN
textures/tilables/water/Water_N_A.png
Normal file
BIN
textures/tilables/water/Water_N_A.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 424 KiB |
BIN
textures/tilables/water/Water_N_B.png
Normal file
BIN
textures/tilables/water/Water_N_B.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.4 MiB |
BIN
textures/tilables/water/Water_UV.png
Normal file
BIN
textures/tilables/water/Water_UV.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 539 KiB |
Loading…
Reference in a new issue