Merge branch 'main' into aleajactaest
This commit is contained in:
commit
ac36931140
9 changed files with 289 additions and 5 deletions
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@ -10,7 +10,7 @@ Project to have a basic third person scene for Godot 4 where to move a character
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## Godot version used
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## Godot version used
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Use only the official Alpha 5 Godot release : https://downloads.tuxfamily.org/godotengine/4.0/alpha5/
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Use only the official Alpha 5 Godot release : https://downloads.tuxfamily.org/godotengine/4.0/alpha6/
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## Tips & tricks
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## Tips & tricks
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||||||
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@ -1,8 +1,12 @@
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||||||
[gd_scene load_steps=20 format=3 uid="uid://b8p2h0rmwy7qn"]
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[gd_scene load_steps=24 format=3 uid="uid://b8p2h0rmwy7qn"]
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||||||
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||||||
[ext_resource type="Material" uid="uid://dpegsmygxcfmv" path="res://maps/materials/basic_ground.material" id="1_lodye"]
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[ext_resource type="Material" uid="uid://dpegsmygxcfmv" path="res://maps/materials/basic_ground.material" id="1_lodye"]
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||||||
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[ext_resource type="Shader" path="res://maps/shaders/khanat_sky.gdshader" id="1_mheqi"]
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||||||
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[ext_resource type="Texture2D" uid="uid://b5jer2nm17ld" path="res://maps/textures/samayun_tex_001.png" id="1_thm7k"]
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||||||
[ext_resource type="PackedScene" uid="uid://cveshwnu272vf" path="res://maps/objects/ramp-complex.tscn" id="2_4eueh"]
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[ext_resource type="PackedScene" uid="uid://cveshwnu272vf" path="res://maps/objects/ramp-complex.tscn" id="2_4eueh"]
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||||||
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[ext_resource type="Texture2D" uid="uid://y0ka7tysfp6b" path="res://maps/textures/zabr_tex_001.png" id="3_bgghj"]
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||||||
[ext_resource type="PackedScene" uid="uid://omess6wwwwcq" path="res://maps/objects/ramp-moving.tscn" id="3_bvbgo"]
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[ext_resource type="PackedScene" uid="uid://omess6wwwwcq" path="res://maps/objects/ramp-moving.tscn" id="3_bvbgo"]
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||||||
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[ext_resource type="Texture2D" uid="uid://dlxp52r0wnwlq" path="res://maps/textures/stigi_tex_001.png" id="3_jqgsm"]
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||||||
[ext_resource type="PackedScene" uid="uid://dvsl8x3lb1h4e" path="res://maps/objects/moutain.tscn" id="3_rbp35"]
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[ext_resource type="PackedScene" uid="uid://dvsl8x3lb1h4e" path="res://maps/objects/moutain.tscn" id="3_rbp35"]
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||||||
[ext_resource type="PackedScene" path="res://maps/objects/cave.tscn" id="4_pc85h"]
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[ext_resource type="PackedScene" path="res://maps/objects/cave.tscn" id="4_pc85h"]
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||||||
[ext_resource type="PackedScene" uid="uid://b61edh0bre65c" path="res://maps/objects/ramp.tscn" id="5_dfm8h"]
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[ext_resource type="PackedScene" uid="uid://b61edh0bre65c" path="res://maps/objects/ramp.tscn" id="5_dfm8h"]
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@ -15,10 +19,30 @@
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||||||
[ext_resource type="PackedScene" uid="uid://bfo13c5k8xu0x" path="res://maps/natural_ground.tscn" id="12_r7x73"]
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[ext_resource type="PackedScene" uid="uid://bfo13c5k8xu0x" path="res://maps/natural_ground.tscn" id="12_r7x73"]
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||||||
[ext_resource type="PackedScene" uid="uid://mdsxnqsijdqv" path="res://maps/dispensaire_01.tscn" id="13_ald41"]
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[ext_resource type="PackedScene" uid="uid://mdsxnqsijdqv" path="res://maps/dispensaire_01.tscn" id="13_ald41"]
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[sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_615c2"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_s2q0l"]
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shader = ExtResource( "1_mheqi" )
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shader_param/rayleigh = 2.0
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shader_param/rayleigh_color = Color(0.3, 0.405, 0.6, 1)
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shader_param/mie = 0.005
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shader_param/mie_eccentricity = 0.8
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shader_param/mie_color = Color(0.69, 0.729, 0.812, 1)
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shader_param/turbidity = 10.0
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shader_param/sun_disk_scale = 1.0
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shader_param/ground_color = Color(0.1, 0.07, 0.034, 1)
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shader_param/exposure = 0.1
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shader_param/dither_strength = 1.0
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shader_param/samayun_arc = 45.681
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shader_param/samayun_position = Vector3(2.038, 0.695, -0.237)
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shader_param/zabr_arc = 8.0
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shader_param/zabr_position = Vector3(1.755, 0.599, 0.613)
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shader_param/stigi_arc = 8.381
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shader_param/stigi_position = Vector3(1.209, 0.444, 0.332)
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shader_param/samayun = ExtResource( "1_thm7k" )
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shader_param/zabr = ExtResource( "3_bgghj" )
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shader_param/stigi = ExtResource( "3_jqgsm" )
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[sub_resource type="Sky" id="Sky_fa16p"]
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[sub_resource type="Sky" id="Sky_fa16p"]
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sky_material = SubResource( "PhysicalSkyMaterial_615c2" )
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sky_material = SubResource( "ShaderMaterial_s2q0l" )
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[sub_resource type="Environment" id="Environment_n5kgx"]
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[sub_resource type="Environment" id="Environment_n5kgx"]
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background_mode = 2
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background_mode = 2
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@ -37,7 +61,7 @@ data = PackedVector3Array(-0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0
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[node name="basic_setup" type="Node3D"]
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[node name="basic_setup" type="Node3D"]
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[node name="sunlight" type="DirectionalLight3D" parent="."]
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[node name="sunlight" type="DirectionalLight3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 0.634731, 0.772734, 0, -0.772734, 0.634731, -1.75049, 15.9707, 4.39927)
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transform = Transform3D(1, 0, 0, 0, 0.278991, 0.960294, 0, -0.960294, 0.278991, -1.75049, 15.9707, 4.39927)
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light_color = Color(0.988235, 0.960784, 1, 1)
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light_color = Color(0.988235, 0.960784, 1, 1)
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light_energy = 0.75
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light_energy = 0.75
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shadow_enabled = true
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shadow_enabled = true
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155
maps/shaders/khanat_sky.gdshader
Normal file
155
maps/shaders/khanat_sky.gdshader
Normal file
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@ -0,0 +1,155 @@
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// NOTE: Shader automatically converted from Godot Engine 4.0.alpha5's PhysicalSkyMaterial.
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// And then augmented with a few tweaks
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shader_type sky;
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uniform float rayleigh : hint_range(0, 64) = 2.0;
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uniform vec4 rayleigh_color : hint_color = vec4(0.3, 0.405, 0.6, 1.0);
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uniform float mie : hint_range(0, 1) = 0.005;
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uniform float mie_eccentricity : hint_range(-1, 1) = 0.8;
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uniform vec4 mie_color : hint_color = vec4(0.69, 0.729, 0.812, 1.0);
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uniform float turbidity : hint_range(0, 1000) = 10.0;
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uniform float sun_disk_scale : hint_range(0, 360) = 1.0;
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uniform vec4 ground_color : hint_color = vec4(0.1, 0.07, 0.034, 1.0);
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uniform float exposure : hint_range(0, 128) = 0.1;
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uniform float dither_strength : hint_range(0, 10) = 1.0;
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uniform sampler2D night_sky : hint_black_albedo;
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uniform sampler2D samayun : hint_albedo;
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uniform float samayun_arc = 45 ;
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uniform vec3 samayun_position = vec3( 0.0, 0.5, 0.0 );
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uniform sampler2D zabr : hint_albedo;
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uniform float zabr_arc = 15 ;
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uniform vec3 zabr_position = vec3( 0.0, 0.7, 0.0 );
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uniform sampler2D stigi : hint_albedo;
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uniform float stigi_arc = 8 ;
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uniform vec3 stigi_position = vec3( 0.0, 0.8, 0.0 );
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const vec3 UP = vec3( 0.0, 1.0, 0.0 );
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// Sun constants
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const float SUN_ENERGY = 1000.0;
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// Optical length at zenith for molecules.
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const float rayleigh_zenith_size = 8.4e3;
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const float mie_zenith_size = 1.25e3;
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float henyey_greenstein(float cos_theta, float g) {
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const float k = 0.0795774715459;
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return k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5));
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}
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// From: https://www.shadertoy.com/view/4sfGzS credit to iq
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float hash(vec3 p) {
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p = fract( p * 0.3183099 + 0.1 );
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p *= 17.0;
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return fract(p.x * p.y * p.z * (p.x + p.y + p.z));
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}
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// Function to create projection plane for texture at a specific position
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vec2 place_object(vec3 position, vec3 eyedir){
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//We define a local plane tangent to the skydome at the given position
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//We work with everything normalized
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vec3 n1 = normalize(cross(position,vec3(0.0,1.0,0.0))) ;
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vec3 n2 = normalize(cross(position,n1)) ;
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//We project EYEDIR on this plane with an approximate correction for projection
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float x = dot(eyedir,n1) * 0.9 ;
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float y = dot(eyedir,n2) * 0.9 ;
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return vec2(x, y);
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}
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void sky() {
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if (LIGHT0_ENABLED) {
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float zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 );
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float sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * SUN_ENERGY * LIGHT0_ENERGY;
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float sun_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0);
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// Rayleigh coefficients.
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float rayleigh_coefficient = rayleigh - ( 1.0 * ( 1.0 - sun_fade ) );
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vec3 rayleigh_beta = rayleigh_coefficient * rayleigh_color.rgb * 0.0001;
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// mie coefficients from Preetham
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vec3 mie_beta = turbidity * mie * mie_color.rgb * 0.000434;
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// Optical length.
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float zenith = acos(max(0.0, dot(UP, EYEDIR)));
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float optical_mass = 1.0 / (cos(zenith) + 0.15 * pow(93.885 - degrees(zenith), -1.253));
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float rayleigh_scatter = rayleigh_zenith_size * optical_mass;
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float mie_scatter = mie_zenith_size * optical_mass;
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// Light extinction based on thickness of atmosphere.
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vec3 extinction = exp(-(rayleigh_beta * rayleigh_scatter + mie_beta * mie_scatter));
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// In scattering.
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float cos_theta = dot(EYEDIR, normalize(LIGHT0_DIRECTION));
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float rayleigh_phase = (3.0 / (16.0 * PI)) * (1.0 + pow(cos_theta * 0.5 + 0.5, 2.0));
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vec3 betaRTheta = rayleigh_beta * rayleigh_phase;
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float mie_phase = henyey_greenstein(cos_theta, mie_eccentricity);
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vec3 betaMTheta = mie_beta * mie_phase;
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vec3 Lin = pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * (1.0 - extinction), vec3(1.5));
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// Hack from https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Sky.js
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Lin *= mix(vec3(1.0), pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * extinction, vec3(0.5)), clamp(pow(1.0 - zenith_angle, 5.0), 0.0, 1.0));
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// Hack in the ground color.
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Lin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR)));
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// Solar disk and out-scattering.
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float sunAngularDiameterCos = cos(LIGHT0_SIZE * sun_disk_scale);
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float sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale*0.5);
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float sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta);
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vec3 L0 = (sun_energy * 1900.0 * extinction) * sundisk * LIGHT0_COLOR;
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L0 += texture(night_sky, SKY_COORDS).xyz * extinction;
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vec3 color = (Lin + L0) * 0.04;
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COLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));
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COLOR *= exposure;
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// Make optional, eliminates banding.
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COLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.016 * dither_strength;
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} else {
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// There is no sun, so display night_sky and nothing else.
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COLOR = texture(night_sky, SKY_COORDS).xyz * 0.04;
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COLOR *= exposure;
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}
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// Calculate respective scales of celestial objects
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float samayun_scale = radians(samayun_arc) ;
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float zabr_scale = radians(zabr_arc) ;
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float stigi_scale = radians(stigi_arc) ;
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||||||
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// Calculate respective plane with UV to place celestial object textures
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||||||
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vec2 samayun_uv = place_object(samayun_position, EYEDIR) ;
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vec2 zabr_uv = place_object(zabr_position, EYEDIR) ;
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||||||
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vec2 stigi_uv = place_object(stigi_position, EYEDIR) ;
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// Adding the celestial objects from the nearest to the farest
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// Adding stigi
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if (length(EYEDIR - normalize(stigi_position)) < stigi_scale / 2.0){ // we are in the area of the sky where stigi is placed
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||||||
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COLOR += texture(stigi, stigi_uv / stigi_scale + vec2(0.5)).rgb * texture(stigi, stigi_uv / stigi_scale + vec2(0.5)).a;
|
||||||
|
}
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||||||
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// Adding samayun
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||||||
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if (length(EYEDIR - normalize(samayun_position)) < samayun_scale / 2.0) { // we are in the area of the sky where samayun is placed
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||||||
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if (length(EYEDIR - normalize(stigi_position)) < stigi_scale / 2.0){ // if stigi is in front of samayun, don’t draw where stigi alpha is > 0
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||||||
|
COLOR += texture(samayun, samayun_uv / samayun_scale + vec2(0.5)).rgb * max((texture(samayun, samayun_uv / samayun_scale + vec2(0.5)).a - texture(stigi, stigi_uv / stigi_scale + vec2(0.5)).a), 0.0) ;
|
||||||
|
} else {
|
||||||
|
COLOR += texture(samayun, samayun_uv / samayun_scale + vec2(0.5)).rgb * texture(samayun, samayun_uv / samayun_scale + vec2(0.5)).a;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// Adding zabr
|
||||||
|
if (length(EYEDIR - normalize(zabr_position)) < zabr_scale / 2.0) { // we are in the area of the sky where zabr is placed
|
||||||
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if (length(EYEDIR - normalize(samayun_position)) < samayun_scale / 2.0){ // if samayun is in front of zabr, don’t draw where samayun alpha is > 0
|
||||||
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COLOR += texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).rgb * max((texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).a - texture(samayun, samayun_uv / samayun_scale + vec2(0.5)).a), 0.0) ;
|
||||||
|
} else {
|
||||||
|
if (length(EYEDIR - normalize(stigi_position)) < stigi_scale / 2.0){ // if stigi is in front of zabr, don’t draw where its alpha is > 0
|
||||||
|
COLOR += texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).rgb * max((texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).a - texture(stigi, stigi_uv / stigi_scale + vec2(0.5)).a), 0.0) ;
|
||||||
|
} else {
|
||||||
|
COLOR += texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).rgb * texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).a;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
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BIN
maps/textures/samayun_tex_001.png
Normal file
BIN
maps/textures/samayun_tex_001.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 284 KiB |
35
maps/textures/samayun_tex_001.png.import
Normal file
35
maps/textures/samayun_tex_001.png.import
Normal file
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@ -0,0 +1,35 @@
|
||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="texture"
|
||||||
|
type="CompressedTexture2D"
|
||||||
|
uid="uid://b5jer2nm17ld"
|
||||||
|
path.s3tc="res://.godot/imported/samayun_tex_001.png-4e3e72c86a1ead24f9cc9afcb2d3aafa.s3tc.ctex"
|
||||||
|
path.etc2="res://.godot/imported/samayun_tex_001.png-4e3e72c86a1ead24f9cc9afcb2d3aafa.etc2.ctex"
|
||||||
|
metadata={
|
||||||
|
"imported_formats": ["s3tc", "etc2"],
|
||||||
|
"vram_texture": true
|
||||||
|
}
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://maps/textures/samayun_tex_001.png"
|
||||||
|
dest_files=["res://.godot/imported/samayun_tex_001.png-4e3e72c86a1ead24f9cc9afcb2d3aafa.s3tc.ctex", "res://.godot/imported/samayun_tex_001.png-4e3e72c86a1ead24f9cc9afcb2d3aafa.etc2.ctex"]
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
compress/mode=2
|
||||||
|
compress/lossy_quality=0.7
|
||||||
|
compress/hdr_compression=1
|
||||||
|
compress/bptc_ldr=0
|
||||||
|
compress/normal_map=0
|
||||||
|
compress/channel_pack=0
|
||||||
|
mipmaps/generate=true
|
||||||
|
mipmaps/limit=-1
|
||||||
|
roughness/mode=0
|
||||||
|
roughness/src_normal=""
|
||||||
|
process/fix_alpha_border=true
|
||||||
|
process/premult_alpha=false
|
||||||
|
process/normal_map_invert_y=false
|
||||||
|
process/hdr_as_srgb=false
|
||||||
|
process/size_limit=0
|
||||||
|
detect_3d/compress_to=0
|
BIN
maps/textures/stigi_tex_001.png
Normal file
BIN
maps/textures/stigi_tex_001.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 913 KiB |
35
maps/textures/stigi_tex_001.png.import
Normal file
35
maps/textures/stigi_tex_001.png.import
Normal file
|
@ -0,0 +1,35 @@
|
||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="texture"
|
||||||
|
type="CompressedTexture2D"
|
||||||
|
uid="uid://dlxp52r0wnwlq"
|
||||||
|
path.s3tc="res://.godot/imported/stigi_tex_001.png-422a9b36925acddfd148694fe140318a.s3tc.ctex"
|
||||||
|
path.etc2="res://.godot/imported/stigi_tex_001.png-422a9b36925acddfd148694fe140318a.etc2.ctex"
|
||||||
|
metadata={
|
||||||
|
"imported_formats": ["s3tc", "etc2"],
|
||||||
|
"vram_texture": true
|
||||||
|
}
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://maps/textures/stigi_tex_001.png"
|
||||||
|
dest_files=["res://.godot/imported/stigi_tex_001.png-422a9b36925acddfd148694fe140318a.s3tc.ctex", "res://.godot/imported/stigi_tex_001.png-422a9b36925acddfd148694fe140318a.etc2.ctex"]
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
compress/mode=2
|
||||||
|
compress/lossy_quality=0.7
|
||||||
|
compress/hdr_compression=1
|
||||||
|
compress/bptc_ldr=0
|
||||||
|
compress/normal_map=0
|
||||||
|
compress/channel_pack=0
|
||||||
|
mipmaps/generate=true
|
||||||
|
mipmaps/limit=-1
|
||||||
|
roughness/mode=0
|
||||||
|
roughness/src_normal=""
|
||||||
|
process/fix_alpha_border=true
|
||||||
|
process/premult_alpha=false
|
||||||
|
process/normal_map_invert_y=false
|
||||||
|
process/hdr_as_srgb=false
|
||||||
|
process/size_limit=0
|
||||||
|
detect_3d/compress_to=0
|
BIN
maps/textures/zabr_tex_001.png
Normal file
BIN
maps/textures/zabr_tex_001.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 57 KiB |
35
maps/textures/zabr_tex_001.png.import
Normal file
35
maps/textures/zabr_tex_001.png.import
Normal file
|
@ -0,0 +1,35 @@
|
||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="texture"
|
||||||
|
type="CompressedTexture2D"
|
||||||
|
uid="uid://y0ka7tysfp6b"
|
||||||
|
path.s3tc="res://.godot/imported/zabr_tex_001.png-79bb3a642b1072453481cdab29affd71.s3tc.ctex"
|
||||||
|
path.etc2="res://.godot/imported/zabr_tex_001.png-79bb3a642b1072453481cdab29affd71.etc2.ctex"
|
||||||
|
metadata={
|
||||||
|
"imported_formats": ["s3tc", "etc2"],
|
||||||
|
"vram_texture": true
|
||||||
|
}
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://maps/textures/zabr_tex_001.png"
|
||||||
|
dest_files=["res://.godot/imported/zabr_tex_001.png-79bb3a642b1072453481cdab29affd71.s3tc.ctex", "res://.godot/imported/zabr_tex_001.png-79bb3a642b1072453481cdab29affd71.etc2.ctex"]
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
compress/mode=2
|
||||||
|
compress/lossy_quality=0.7
|
||||||
|
compress/hdr_compression=1
|
||||||
|
compress/bptc_ldr=0
|
||||||
|
compress/normal_map=0
|
||||||
|
compress/channel_pack=0
|
||||||
|
mipmaps/generate=true
|
||||||
|
mipmaps/limit=-1
|
||||||
|
roughness/mode=0
|
||||||
|
roughness/src_normal=""
|
||||||
|
process/fix_alpha_border=true
|
||||||
|
process/premult_alpha=false
|
||||||
|
process/normal_map_invert_y=false
|
||||||
|
process/hdr_as_srgb=false
|
||||||
|
process/size_limit=0
|
||||||
|
detect_3d/compress_to=0
|
Loading…
Reference in a new issue