[gd_scene load_steps=9 format=2] [ext_resource path="res://scenes/Game/Character/Character.gd" type="Script" id=1] [ext_resource path="res://scenes/Game/Character/infos_spatial.gd" type="Script" id=2] [ext_resource path="res://game_scene/character_infos_billboard.tscn" type="PackedScene" id=3] [ext_resource path="res://game_scene/suzanne/suzanne.obj" type="ArrayMesh" id=4] [ext_resource path="res://game_scene/suzanne/suzanne_albedo.png" type="Texture" id=5] [sub_resource type="Shader" id=1] 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; } " [sub_resource type="ShaderMaterial" id=2] render_priority = 0 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/metallic_texture_channel = Plane( 1, 0, 0, 0 ) shader_param/roughness_texture_channel = Plane( 1, 0, 0, 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/texture_albedo = ExtResource( 5 ) _sections_unfolded = [ "shader_param" ] [sub_resource type="SphereShape" id=3] radius = 0.520354 [node name="Character" type="KinematicBody"] transform = Transform( 0.371345, 0, 0, 0, 0.218854, 0, 0, 0, 0.371345, -0.00167466, -0.475751, 6.02408 ) visible = false input_ray_pickable = true input_capture_on_drag = false collision_layer = 1 collision_mask = 1 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 collision/safe_margin = 0.001 script = ExtResource( 1 ) _sections_unfolded = [ "Axis Lock", "Transform", "collision" ] [node name="infos_spatial" type="Spatial" parent="." index="0"] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 5.20802, 0 ) script = ExtResource( 2 ) [node name="character_infos_billboard" parent="infos_spatial" index="0" instance=ExtResource( 3 )] visible = false mouse_default_cursor_shape = 2 _sections_unfolded = [ "Focus", "Mouse", "Rect", "Size Flags", "Visibility" ] [node name="Camera_rotation_helper" type="Spatial" parent="." index="1"] [node name="Camera" type="Camera" parent="Camera_rotation_helper" index="0"] transform = Transform( 1, 0, 0, 0, 0.972208, 0.397244, 0, -0.137979, 0.972208, 0, 6.00296, 1.22667 ) keep_aspect = 1 cull_mask = 1048575 environment = null h_offset = 0.0 v_offset = 0.0 doppler_tracking = 0 projection = 0 current = false fov = 70.0 size = 1.0 near = 0.05 far = 10000.0 _sections_unfolded = [ "Transform" ] [node name="face_camera" type="Camera" parent="Camera_rotation_helper" index="1"] transform = Transform( -1, 0, -8.74228e-008, 0, 1, 0, 8.74228e-008, 0, -1, 0, 4.27532, -2.96733 ) keep_aspect = 1 cull_mask = 1048575 environment = null h_offset = 0.0 v_offset = 0.0 doppler_tracking = 0 projection = 1 current = false fov = 70.0 size = 2.0 near = 0.05 far = 100.0 _sections_unfolded = [ "Transform" ] [node name="MeshInstance" type="MeshInstance" parent="." index="2"] transform = Transform( -0.281766, 0, -2.3459e-008, 0, 0.491282, 0, 2.46328e-008, 0, -0.26834, 0.0433697, 4.3256, 4.76837e-007 ) 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 = ExtResource( 4 ) skeleton = NodePath("..") material/0 = SubResource( 2 ) _sections_unfolded = [ "Transform", "material" ] [node name="Flashlight" type="SpotLight" parent="MeshInstance" index="0"] transform = Transform( -2.54929, -1.60184e-009, 3.70147e-007, 0, 2.42833, 0.0302507, -2.34015e-007, 0.0192396, -4.44583, 0.391783, -0.0857301, 1.36415 ) layers = 1 light_color = Color( 1, 1, 1, 1 ) light_energy = 2.0 light_indirect_energy = 2.0 light_negative = false light_specular = 0.5 light_bake_mode = 1 light_cull_mask = -1 shadow_enabled = true shadow_color = Color( 0, 0, 0, 1 ) shadow_bias = 0.15 shadow_contact = 0.0 shadow_reverse_cull_face = true editor_only = false spot_range = 9.90764 spot_attenuation = 1.0 spot_angle = 22.2473 spot_angle_attenuation = 1.0 _sections_unfolded = [ "Light", "Shadow" ] [node name="collision_shape" type="CollisionShape" parent="." index="3"] transform = Transform( 0.754381, 0, 0, 0, 0.927224, 0, 0, 0, 0.540596, 0.0499596, 4.35001, -0.0363884 ) shape = SubResource( 3 ) disabled = false