[gd_scene load_steps=8 format=2] [ext_resource path="res://assets/creatures/ra/basemesh_humanoid.glb" type="PackedScene" id=1] [ext_resource path="res://assets/creatures/ra/textures/basemesh_humanoid.png" type="Texture" id=2] [ext_resource path="res://assets/creatures/ra/textures/Wood035_2K_Roughness.jpg" type="Texture" id=3] [ext_resource path="res://assets/creatures/ra/textures/Wood035_2K_Normal.jpg" type="Texture" id=4] [ext_resource path="res://assets/creatures/ra/tatoos/tatoo_001.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_roughness : hint_white; uniform vec4 roughness_texture_channel; uniform sampler2D texture_normal : hint_normal; uniform float normal_scale : hint_range(-16,16); uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; uniform sampler2D tatoo_albedo : hint_black; void vertex() { UV=UV*uv1_scale.xy+uv1_offset.xy; } void fragment() { vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo,base_uv); vec4 tatoo_tex = texture(tatoo_albedo,base_uv); ALBEDO = albedo.rgb * albedo_tex.rgb; METALLIC = metallic; float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel); ROUGHNESS = roughness_tex * roughness; SPECULAR = specular; NORMALMAP = texture(texture_normal,base_uv).rgb; NORMALMAP_DEPTH = normal_scale; if ( tatoo_tex.a > 0.2 ) { ALBEDO += tatoo_tex.rgb; } } " [sub_resource type="ShaderMaterial" id=2] shader = SubResource( 1 ) shader_param/albedo = Color( 1, 1, 1, 1 ) shader_param/specular = 0.0 shader_param/metallic = 0.0 shader_param/roughness = 1.0 shader_param/point_size = 1.0 shader_param/roughness_texture_channel = Plane( 1, 0, 0, 0 ) shader_param/normal_scale = 1.0 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( 2 ) shader_param/texture_roughness = ExtResource( 3 ) shader_param/texture_normal = ExtResource( 4 ) shader_param/tatoo_albedo = ExtResource( 5 ) [node name="basemesh_humanoid" instance=ExtResource( 1 )] [node name="body" parent="." index="0"] material/0 = SubResource( 2 )