180 lines
5.4 KiB
Text
180 lines
5.4 KiB
Text
[gd_scene load_steps=9 format=2]
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[ext_resource path="res://scenes/Game/Character/Character.gd" type="Script" id=1]
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[ext_resource path="res://scenes/Game/Character/infos_spatial.gd" type="Script" id=2]
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[ext_resource path="res://game_scene/character_infos_billboard.tscn" type="PackedScene" id=3]
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[ext_resource path="res://game_scene/suzanne/suzanne.obj" type="ArrayMesh" id=4]
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[ext_resource path="res://game_scene/suzanne/suzanne_albedo.png" type="Texture" id=5]
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[sub_resource type="Shader" id=1]
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code = "shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
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uniform vec4 albedo : hint_color;
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uniform sampler2D texture_albedo : hint_albedo;
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uniform float specular;
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uniform float metallic;
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uniform float roughness : hint_range(0,1);
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uniform float point_size : hint_range(0,128);
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uniform sampler2D texture_metallic : hint_white;
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uniform vec4 metallic_texture_channel;
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uniform sampler2D texture_roughness : hint_white;
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uniform vec4 roughness_texture_channel;
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uniform vec3 uv1_scale;
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uniform vec3 uv1_offset;
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uniform vec3 uv2_scale;
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uniform vec3 uv2_offset;
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void vertex() {
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UV=UV*uv1_scale.xy+uv1_offset.xy;
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}
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void fragment() {
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vec2 base_uv = UV;
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vec4 albedo_tex = texture(texture_albedo,base_uv);
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ALBEDO = albedo.rgb * albedo_tex.rgb;
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float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
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METALLIC = metallic_tex * metallic;
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float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
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ROUGHNESS = roughness_tex * roughness;
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SPECULAR = specular;
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}
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"
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[sub_resource type="ShaderMaterial" id=2]
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render_priority = 0
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shader = SubResource( 1 )
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shader_param/albedo = Color( 1, 1, 1, 1 )
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shader_param/specular = 0.5
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shader_param/metallic = 0.0
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shader_param/roughness = 0.0
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shader_param/point_size = 1.0
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shader_param/metallic_texture_channel = Plane( 1, 0, 0, 0 )
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shader_param/roughness_texture_channel = Plane( 1, 0, 0, 0 )
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shader_param/uv1_scale = Vector3( 1, 1, 1 )
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shader_param/uv1_offset = Vector3( 0, 0, 0 )
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shader_param/uv2_scale = Vector3( 1, 1, 1 )
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shader_param/uv2_offset = Vector3( 0, 0, 0 )
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shader_param/texture_albedo = ExtResource( 5 )
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_sections_unfolded = [ "shader_param" ]
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[sub_resource type="SphereShape" id=3]
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radius = 0.520354
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[node name="Character" type="KinematicBody"]
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transform = Transform( 0.371345, 0, 0, 0, 0.218854, 0, 0, 0, 0.371345, -0.00167466, -0.475751, 6.02408 )
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input_ray_pickable = true
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input_capture_on_drag = false
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collision_layer = 1
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collision_mask = 1
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axis_lock_linear_x = false
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axis_lock_linear_y = false
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axis_lock_linear_z = false
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axis_lock_angular_x = false
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axis_lock_angular_y = false
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axis_lock_angular_z = false
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collision/safe_margin = 0.001
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script = ExtResource( 1 )
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_sections_unfolded = [ "Axis Lock", "Transform", "collision" ]
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[node name="infos_spatial" type="Spatial" parent="." index="0"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 5.20802, 0 )
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script = ExtResource( 2 )
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[node name="character_infos_billboard" parent="infos_spatial" index="0" instance=ExtResource( 3 )]
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visible = false
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mouse_default_cursor_shape = 2
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_sections_unfolded = [ "Focus", "Mouse", "Rect", "Size Flags", "Visibility" ]
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[node name="Camera_rotation_helper" type="Spatial" parent="." index="1"]
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[node name="Camera" type="Camera" parent="Camera_rotation_helper" index="0"]
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transform = Transform( 1, 0, 0, 0, 0.972208, 0.397244, 0, -0.137979, 0.972208, 0, 6.00296, 1.22667 )
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keep_aspect = 1
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cull_mask = 1048575
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environment = null
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h_offset = 0.0
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v_offset = 0.0
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doppler_tracking = 0
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projection = 0
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current = false
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fov = 70.0
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size = 1.0
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near = 0.05
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far = 10000.0
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_sections_unfolded = [ "Transform" ]
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[node name="face_camera" type="Camera" parent="Camera_rotation_helper" index="1"]
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transform = Transform( -1, 0, -8.74228e-008, 0, 1, 0, 8.74228e-008, 0, -1, 0, 4.27532, -2.96733 )
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keep_aspect = 1
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cull_mask = 1048575
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environment = null
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h_offset = 0.0
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v_offset = 0.0
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doppler_tracking = 0
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projection = 1
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current = false
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fov = 70.0
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size = 2.0
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near = 0.05
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far = 100.0
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_sections_unfolded = [ "Transform" ]
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[node name="MeshInstance" type="MeshInstance" parent="." index="2"]
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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 )
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layers = 1
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material_override = null
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cast_shadow = 1
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extra_cull_margin = 0.0
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use_in_baked_light = false
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lod_min_distance = 0.0
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lod_min_hysteresis = 0.0
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lod_max_distance = 0.0
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lod_max_hysteresis = 0.0
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mesh = ExtResource( 4 )
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skeleton = NodePath("..")
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material/0 = SubResource( 2 )
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_sections_unfolded = [ "Transform", "material" ]
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[node name="Flashlight" type="SpotLight" parent="MeshInstance" index="0"]
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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 )
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layers = 1
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light_color = Color( 1, 1, 1, 1 )
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light_energy = 2.0
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light_indirect_energy = 2.0
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light_negative = false
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light_specular = 0.5
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light_bake_mode = 1
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light_cull_mask = -1
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shadow_enabled = true
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shadow_color = Color( 0, 0, 0, 1 )
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shadow_bias = 0.15
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shadow_contact = 0.0
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shadow_reverse_cull_face = true
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editor_only = false
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spot_range = 9.90764
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spot_attenuation = 1.0
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spot_angle = 22.2473
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spot_angle_attenuation = 1.0
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_sections_unfolded = [ "Light", "Shadow" ]
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[node name="collision_shape" type="CollisionShape" parent="." index="3"]
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transform = Transform( 0.754381, 0, 0, 0, 0.927224, 0, 0, 0, 0.540596, 0.0499596, 4.35001, -0.0363884 )
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shape = SubResource( 3 )
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disabled = false
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