New bullet Tracer material.

godot4-port
unfa 2020-09-21 23:12:45 +02:00
parent cf64f5ddc4
commit a503f63273
1 changed files with 70 additions and 0 deletions

View File

@ -0,0 +1,70 @@
[gd_resource type="ShaderMaterial" load_steps=6 format=2]
[sub_resource type="VisualShaderNodeFresnel" id=1]
default_input_values = [ 2, true, 3, 3.0 ]
[sub_resource type="VisualShaderNodeColorConstant" id=2]
output_port_for_preview = 0
constant = Color( 1, 0.937255, 0.215686, 1 )
[sub_resource type="VisualShaderNodeVectorOp" id=3]
operator = 2
[sub_resource type="VisualShaderNodeScalarConstant" id=4]
constant = 2.0
[sub_resource type="VisualShader" id=5]
code = "shader_type spatial;
render_mode specular_disabled, unshaded;
void vertex() {
// Output:0
}
void fragment() {
// Color:3
vec3 n_out3p0 = vec3(1.000000, 0.937255, 0.215686);
float n_out3p1 = 1.000000;
// Scalar:5
float n_out5p0 = 2.000000;
// VectorOp:4
vec3 n_out4p0 = n_out3p0 * vec3(n_out5p0);
// Fresnel:2
bool n_in2p2 = true;
float n_in2p3 = 3.00000;
float n_out2p0 = n_in2p2 ? (pow(clamp(dot(NORMAL, VIEW), 0.0, 1.0), n_in2p3)) : (pow(1.0 - clamp(dot(NORMAL, VIEW), 0.0, 1.0), n_in2p3));
// Output:0
ALBEDO = n_out4p0;
ALPHA = n_out2p0;
}
void light() {
// Output:0
}
"
graph_offset = Vector2( -509, -65.75 )
modes/specular = 4
flags/unshaded = true
nodes/fragment/0/position = Vector2( 760, 120 )
nodes/fragment/2/node = SubResource( 1 )
nodes/fragment/2/position = Vector2( -380, 80 )
nodes/fragment/3/node = SubResource( 2 )
nodes/fragment/3/position = Vector2( -120, 260 )
nodes/fragment/4/node = SubResource( 3 )
nodes/fragment/4/position = Vector2( 280, 60 )
nodes/fragment/5/node = SubResource( 4 )
nodes/fragment/5/position = Vector2( 200, 380 )
nodes/fragment/connections = PoolIntArray( 3, 0, 4, 0, 4, 0, 0, 0, 5, 0, 4, 1, 2, 0, 0, 1 )
[resource]
shader = SubResource( 5 )