122 lines
3.2 KiB
Text
122 lines
3.2 KiB
Text
[gd_scene load_steps=5 format=2]
|
|
|
|
[sub_resource type="SphereMesh" id=1]
|
|
|
|
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
|
|
radius = 1.0
|
|
height = 2.0
|
|
radial_segments = 64
|
|
rings = 32
|
|
is_hemisphere = false
|
|
|
|
[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]
|
|
|
|
render_priority = 0
|
|
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]
|
|
|
|
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
|
|
mesh = SubResource( 1 )
|
|
skeleton = NodePath("..")
|
|
material/0 = SubResource( 3 )
|
|
_sections_unfolded = [ "material" ]
|
|
|
|
[node name="CollisionShape" type="CollisionShape" parent="." index="1"]
|
|
|
|
shape = SubResource( 4 )
|
|
disabled = false
|
|
|
|
|