[gd_scene load_steps=10 format=2] [ext_resource path="res://assets/Game/Brick08/Bricks08_col.jpg" type="Texture" id=1] [ext_resource path="res://assets/Game/Brick08/Bricks08_AO.jpg" type="Texture" id=2] [ext_resource path="res://assets/Game/Brick08/Bricks08_disp.jpg" type="Texture" id=3] [ext_resource path="res://assets/Game/Brick08/Bricks08_nrm.jpg" type="Texture" id=4] [ext_resource path="res://assets/Game/Brick08/Bricks08_rgh.jpg" type="Texture" id=5] [sub_resource type="PlaneMesh" id=1] custom_aabb = AABB( 0, 0, 0, 0, 0, 0 ) size = Vector2( 2, 2 ) subdivide_width = 0 subdivide_depth = 0 [sub_resource type="SpatialMaterial" id=2] render_priority = 1 flags_transparent = false flags_unshaded = false flags_vertex_lighting = false flags_no_depth_test = false flags_use_point_size = false flags_world_triplanar = false flags_fixed_size = false flags_albedo_tex_force_srgb = false vertex_color_use_as_albedo = false vertex_color_is_srgb = false params_diffuse_mode = 0 params_specular_mode = 0 params_blend_mode = 0 params_cull_mode = 0 params_depth_draw_mode = 0 params_line_width = 1.0 params_point_size = 1.0 params_billboard_mode = 0 params_grow = false params_use_alpha_scissor = false albedo_color = Color( 1, 1, 1, 1 ) albedo_texture = ExtResource( 1 ) metallic = 0.0 metallic_specular = 0.0 metallic_texture_channel = 0 roughness = 1.0 roughness_texture = ExtResource( 5 ) roughness_texture_channel = 3 emission_enabled = false normal_enabled = true normal_scale = 1.0 normal_texture = ExtResource( 4 ) rim_enabled = false clearcoat_enabled = false anisotropy_enabled = false ao_enabled = true ao_light_affect = 0.0 ao_texture = ExtResource( 2 ) ao_on_uv2 = false ao_texture_channel = 0 depth_enabled = true depth_scale = 0.05 depth_deep_parallax = true depth_min_layers = 8 depth_max_layers = 32 depth_texture = ExtResource( 3 ) subsurf_scatter_enabled = false transmission_enabled = false refraction_enabled = false detail_enabled = false uv1_scale = Vector3( 2, 2, 2 ) uv1_offset = Vector3( 0, 0, 0 ) uv1_triplanar = false uv1_triplanar_sharpness = 1.0 uv2_scale = Vector3( 1, 1, 1 ) uv2_offset = Vector3( 0, 0, 0 ) uv2_triplanar = false uv2_triplanar_sharpness = 1.0 proximity_fade_enable = false distance_fade_enable = false _sections_unfolded = [ "Albedo", "Ambient Occlusion", "Anisotropy", "Clearcoat", "Depth", "Detail", "Distance Fade", "Emission", "Flags", "Metallic", "NormalMap", "Parameters", "Proximity Fade", "Refraction", "Roughness", "Subsurf Scatter", "Transmission", "UV1", "UV2", "Vertex Color" ] [sub_resource type="ConvexPolygonShape" id=3] points = PoolVector3Array( 1, 0, 1, -1, 0, 1, 1, 0, -1, -1, 0, -1 ) [sub_resource type="SpatialMaterial" id=4] render_priority = 0 flags_transparent = true flags_unshaded = false flags_vertex_lighting = false flags_no_depth_test = false flags_use_point_size = false flags_world_triplanar = false flags_fixed_size = false flags_albedo_tex_force_srgb = false vertex_color_use_as_albedo = false vertex_color_is_srgb = false params_diffuse_mode = 0 params_specular_mode = 0 params_blend_mode = 0 params_cull_mode = 0 params_depth_draw_mode = 0 params_line_width = 1.0 params_point_size = 1.0 params_billboard_mode = 0 params_grow = false params_use_alpha_scissor = false albedo_color = Color( 1, 1, 1, 0 ) metallic = 0.0 metallic_specular = 0.5 metallic_texture_channel = 0 roughness = 0.0 roughness_texture_channel = 0 emission_enabled = false normal_enabled = false rim_enabled = false clearcoat_enabled = false anisotropy_enabled = false ao_enabled = false depth_enabled = false subsurf_scatter_enabled = false transmission_enabled = false refraction_enabled = false detail_enabled = false uv1_scale = Vector3( 1, 1, 1 ) uv1_offset = Vector3( 0, 0, 0 ) uv1_triplanar = false uv1_triplanar_sharpness = 1.0 uv2_scale = Vector3( 1, 1, 1 ) uv2_offset = Vector3( 0, 0, 0 ) uv2_triplanar = false uv2_triplanar_sharpness = 1.0 proximity_fade_enable = false distance_fade_enable = false _sections_unfolded = [ "Albedo", "Flags" ] [node name="Terrain" type="Spatial"] [node name="Floor" type="StaticBody" parent="." index="0"] editor/display_folded = true input_ray_pickable = true input_capture_on_drag = false collision_layer = 1 collision_mask = 1 friction = 1.0 bounce = 0.0 constant_linear_velocity = Vector3( 0, 0, 0 ) constant_angular_velocity = Vector3( 0, 0, 0 ) [node name="MeshInstance" type="MeshInstance" parent="Floor" index="0"] transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 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 mesh = SubResource( 1 ) skeleton = NodePath("..") material/0 = SubResource( 2 ) _sections_unfolded = [ "Geometry", "Transform", "material" ] [node name="CollisionShape" type="CollisionShape" parent="Floor" index="1"] transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 ) shape = SubResource( 3 ) disabled = false [node name="Ceilling" type="StaticBody" parent="." index="1"] editor/display_folded = true transform = Transform( 1, 0, 0, 0, -0.984809, -0.173641, 0, 0.173641, -0.984809, 0, 20, 0 ) input_ray_pickable = true input_capture_on_drag = false collision_layer = 1 collision_mask = 1 friction = 1.0 bounce = 0.0 constant_linear_velocity = Vector3( 0, 0, 0 ) constant_angular_velocity = Vector3( 0, 0, 0 ) _sections_unfolded = [ "Transform" ] [node name="MeshInstance" type="MeshInstance" parent="Ceilling" index="0"] transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 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 mesh = SubResource( 1 ) skeleton = NodePath("..") material/0 = SubResource( 4 ) _sections_unfolded = [ "Transform", "material" ] [node name="CollisionShape" type="CollisionShape" parent="Ceilling" index="1"] transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 ) shape = SubResource( 3 ) disabled = false [node name="Wall1" type="StaticBody" parent="." index="2"] editor/display_folded = true transform = Transform( -4.37114e-008, 1, 0, -1, -4.37114e-008, 0, 0, 0, 1, -10, 10, 0 ) input_ray_pickable = true input_capture_on_drag = false collision_layer = 1 collision_mask = 1 friction = 1.0 bounce = 0.0 constant_linear_velocity = Vector3( 0, 0, 0 ) constant_angular_velocity = Vector3( 0, 0, 0 ) _sections_unfolded = [ "Transform" ] [node name="MeshInstance" type="MeshInstance" parent="Wall1" index="0"] transform = Transform( -4.37114e-007, 0, -10, 0, 10, 0, 10, 0, -4.37114e-007, 0, 0, 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 mesh = SubResource( 1 ) skeleton = NodePath("..") material/0 = SubResource( 2 ) _sections_unfolded = [ "Transform", "material" ] [node name="CollisionShape" type="CollisionShape" parent="Wall1" index="1"] transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 ) shape = SubResource( 3 ) disabled = false _sections_unfolded = [ "Transform" ] [node name="Wall2" type="StaticBody" parent="." index="3"] editor/display_folded = true transform = Transform( -4.37114e-008, -1, 0, 1, -4.37114e-008, 0, 0, 0, 1, 10, 10, 0 ) input_ray_pickable = true input_capture_on_drag = false collision_layer = 1 collision_mask = 1 friction = 1.0 bounce = 0.0 constant_linear_velocity = Vector3( 0, 0, 0 ) constant_angular_velocity = Vector3( 0, 0, 0 ) _sections_unfolded = [ "Transform" ] [node name="MeshInstance" type="MeshInstance" parent="Wall2" index="0"] transform = Transform( -4.37114e-007, 0, 10, 0, 10, 0, -10, 0, -4.37114e-007, 0, 0, 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 mesh = SubResource( 1 ) skeleton = NodePath("..") material/0 = SubResource( 2 ) _sections_unfolded = [ "Transform", "material" ] [node name="CollisionShape" type="CollisionShape" parent="Wall2" index="1"] transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 ) shape = SubResource( 3 ) disabled = false [node name="Wall3" type="StaticBody" parent="." index="4"] editor/display_folded = true transform = Transform( 1.91069e-015, 4.37114e-008, 1, 1, -4.37114e-008, 0, 4.37114e-008, 1, -4.37114e-008, 0, 10, -10 ) input_ray_pickable = true input_capture_on_drag = false collision_layer = 1 collision_mask = 1 friction = 1.0 bounce = 0.0 constant_linear_velocity = Vector3( 0, 0, 0 ) constant_angular_velocity = Vector3( 0, 0, 0 ) _sections_unfolded = [ "Transform" ] [node name="MeshInstance" type="MeshInstance" parent="Wall3" index="0"] transform = Transform( -4.37114e-007, 0, 10, 0, 10, 0, -10, 0, -4.37114e-007, 0, 0, 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 mesh = SubResource( 1 ) skeleton = NodePath("..") material/0 = SubResource( 2 ) _sections_unfolded = [ "Transform", "material" ] [node name="CollisionShape" type="CollisionShape" parent="Wall3" index="1"] transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 ) shape = SubResource( 3 ) disabled = false [node name="Wall4" type="StaticBody" parent="." index="5"] editor/display_folded = true transform = Transform( 1.91069e-015, 4.37114e-008, -1, 1, -4.37114e-008, 0, -4.37114e-008, -1, -4.37114e-008, 0, 10, 10 ) input_ray_pickable = true input_capture_on_drag = false collision_layer = 1 collision_mask = 1 friction = 1.0 bounce = 0.0 constant_linear_velocity = Vector3( 0, 0, 0 ) constant_angular_velocity = Vector3( 0, 0, 0 ) _sections_unfolded = [ "Transform" ] [node name="MeshInstance" type="MeshInstance" parent="Wall4" index="0"] transform = Transform( -4.37114e-007, 0, 10, 0, 10, 0, -10, 0, -4.37114e-007, 0, 0, 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 mesh = SubResource( 1 ) skeleton = NodePath("..") material/0 = SubResource( 2 ) _sections_unfolded = [ "Transform", "material" ] [node name="CollisionShape" type="CollisionShape" parent="Wall4" index="1"] transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 ) shape = SubResource( 3 ) disabled = false