test-client-godot/scenes/Game/CubeShaderTest.tscn

123 lines
3.2 KiB
Text
Raw Permalink Normal View History

2018-07-26 17:15:50 +00:00
[gd_scene load_steps=5 format=2]
2018-07-25 07:36:19 +00:00
2018-07-26 17:15:50 +00:00
[sub_resource type="SphereMesh" id=1]
2018-07-25 07:36:19 +00:00
2018-07-25 14:12:12 +00:00
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
radius = 1.0
height = 2.0
radial_segments = 64
rings = 32
is_hemisphere = false
2018-07-25 07:36:19 +00:00
2018-07-26 17:15:50 +00:00
[sub_resource type="Shader" id=2]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,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 sampler2D texture_metallic : hint_white;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_white;
uniform vec4 roughness_texture_channel;
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
ALBEDO = albedo.rgb * albedo_tex.rgb;
float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
METALLIC = metallic_tex * metallic;
float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
SPECULAR = specular;
}
"
_sections_unfolded = [ "Resource" ]
[sub_resource type="ShaderMaterial" id=3]
2018-07-25 07:36:19 +00:00
render_priority = 0
2018-07-26 17:15:50 +00:00
shader = SubResource( 2 )
shader_param/albedo = Color( 0.513085, 0.250778, 0.675781, 1 )
shader_param/specular = 1.0
shader_param/metallic = 1.0
shader_param/roughness = 0.5
shader_param/point_size = 0.0
shader_param/metallic_texture_channel = null
shader_param/roughness_texture_channel = null
shader_param/uv1_scale = null
shader_param/uv1_offset = null
shader_param/uv2_scale = null
shader_param/uv2_offset = null
_sections_unfolded = [ "shader_param" ]
[sub_resource type="ConvexPolygonShape" id=4]
2018-07-25 07:36:19 +00:00
points = PoolVector3Array( -1, 1, 1, 1, 1, -1, 1, 1, 1, -1, 1, -1, -1, -1, 1, 1, -1, -1, 1, -1, 1, -1, -1, -1, 1, 1, 1, -1, 1, -1, 1, 1, -1, -1, 1, 1, 1, -1, 1, -1, -1, -1, 1, -1, -1, -1, -1, 1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, 1, -1, -1, -1, -1, -1, 1, -1, 1, -1, -1 )
[node name="CubeShaderTest" type="RigidBody"]
input_ray_pickable = true
input_capture_on_drag = false
collision_layer = 1
collision_mask = 1
mode = 0
mass = 1.0
friction = 1.0
bounce = 0.0
gravity_scale = 1.0
custom_integrator = false
continuous_cd = false
contacts_reported = 0
contact_monitor = false
sleeping = false
can_sleep = true
axis_lock_linear_x = false
axis_lock_linear_y = false
axis_lock_linear_z = false
axis_lock_angular_x = false
axis_lock_angular_y = false
axis_lock_angular_z = false
linear_velocity = Vector3( 0, 0, 0 )
linear_damp = -1.0
angular_velocity = Vector3( 0, 0, 0 )
angular_damp = -1.0
[node name="MeshInstance" type="MeshInstance" parent="." index="0"]
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
2018-07-26 17:15:50 +00:00
mesh = SubResource( 1 )
2018-07-25 07:36:19 +00:00
skeleton = NodePath("..")
2018-07-26 17:15:50 +00:00
material/0 = SubResource( 3 )
2018-07-25 07:36:19 +00:00
_sections_unfolded = [ "material" ]
[node name="CollisionShape" type="CollisionShape" parent="." index="1"]
2018-07-26 17:15:50 +00:00
shape = SubResource( 4 )
2018-07-25 07:36:19 +00:00
disabled = false