Mutually_Assured_Destruction/shaders/water_plane.tscn

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[gd_scene load_steps=9 format=3 uid="uid://c2casdi4d2o3j"]
[ext_resource type="Shader" path="res://shaders/water.gdshader" id="1_yfj5n"]
[ext_resource type="Texture2D" uid="uid://bsw8l5crn3aid" path="res://assets/textures/water.png" id="2_83coh"]
[sub_resource type="QuadMesh" id="QuadMesh_x322w"]
subdivide_width = 200
subdivide_depth = 200
orientation = 1
[sub_resource type="FastNoiseLite" id="FastNoiseLite_ido7w"]
noise_type = 3
fractal_type = 2
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_ntr7e"]
seamless = true
as_normal_map = true
bump_strength = 1.5
noise = SubResource("FastNoiseLite_ido7w")
[sub_resource type="FastNoiseLite" id="FastNoiseLite_bfpu3"]
noise_type = 3
seed = 69
fractal_type = 2
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_wvpl0"]
seamless = true
as_normal_map = true
bump_strength = 1.5
noise = SubResource("FastNoiseLite_bfpu3")
[sub_resource type="ShaderMaterial" id="ShaderMaterial_yma05"]
render_priority = 0
shader = ExtResource("1_yfj5n")
shader_parameter/albedo = Color(0.101961, 0.0509804, 0.431373, 1)
shader_parameter/albedo2 = Color(0.658824, 0.905882, 0.929412, 1)
shader_parameter/metallic = 0.0
shader_parameter/roughness = 0.02
shader_parameter/wave_direction = Vector2(2, 0)
shader_parameter/wave_direction2 = Vector2(0, 1)
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shader_parameter/time_scale = 0.005
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shader_parameter/texture_normal = SubResource("NoiseTexture2D_ntr7e")
shader_parameter/texture_normal2 = SubResource("NoiseTexture2D_wvpl0")
shader_parameter/texture_image = ExtResource("2_83coh")
[node name="water_plane" type="MeshInstance3D"]
mesh = SubResource("QuadMesh_x322w")
surface_material_override/0 = SubResource("ShaderMaterial_yma05")