remotes/1705382094874458415/tmp_refs/heads/godot4-port
Jan 2020-06-19 01:22:30 +02:00
commit 1e61fa2e2d
1 changed files with 126 additions and 0 deletions

View File

@ -2,13 +2,138 @@
[ext_resource path="res://LevelComponents/Killfloor.tscn" type="PackedScene" id=1]
[ext_resource path="res://LevelComponents/SpawnPoint.tscn" type="PackedScene" id=2]
[gd_scene load_steps=11 format=2]
[sub_resource type="BoxShape" id=1]
[sub_resource type="CubeMesh" id=2]
[sub_resource type="VisualShaderNodeTextureUniformTriplanar" id=3]
output_port_for_preview = 0
uniform_name = "BaseTexture"
texture_type = 1
[sub_resource type="VisualShaderNodeTextureUniformTriplanar" id=4]
output_port_for_preview = 0
uniform_name = "BaseTextureNormal"
texture_type = 2
[sub_resource type="VisualShaderNodeScalarUniform" id=5]
uniform_name = "ScalarUniform"
[sub_resource type="VisualShader" id=6]
code = "shader_type spatial;
render_mode world_vertex_coords;
uniform sampler2D BaseTexture : hint_albedo;
uniform float ScalarUniform;
uniform sampler2D BaseTextureNormal : hint_normal;
// TRIPLANAR FUNCTION GLOBAL CODE
vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {
vec4 samp = vec4(0.0);
samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;
samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;
samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;
return samp;
}
uniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);
uniform vec3 triplanar_offset;
uniform float triplanar_sharpness = 0.5;
varying vec3 triplanar_power_normal;
varying vec3 triplanar_pos;
void vertex() {
// Output:0
// TRIPLANAR FUNCTION VERTEX CODE
triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));
triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));
triplanar_pos = VERTEX * triplanar_scale + triplanar_offset;
triplanar_pos *= vec3(1.0, -1.0, 1.0);
}
void fragment() {
// TextureUniformTriplanar:3
vec3 n_out3p0;
float n_out3p1;
{
vec4 n_tex_read = triplanar_texture( BaseTexture, triplanar_power_normal, triplanar_pos );
n_out3p0 = n_tex_read.rgb;
n_out3p1 = n_tex_read.a;
}
// ScalarUniform:6
float n_out6p0 = ScalarUniform;
// TextureUniformTriplanar:5
vec3 n_out5p0;
float n_out5p1;
{
vec4 n_tex_read = triplanar_texture( BaseTextureNormal, triplanar_power_normal, triplanar_pos );
n_out5p0 = n_tex_read.rgb;
n_out5p1 = n_tex_read.a;
}
// Output:0
ALBEDO = n_out3p0;
ROUGHNESS = n_out6p0;
NORMALMAP = n_out5p0;
}
void light() {
// Output:0
}
"
graph_offset = Vector2( -531, 641.5 )
flags/world_vertex_coords = true
nodes/fragment/0/position = Vector2( 220, 100 )
nodes/fragment/3/node = SubResource( 3 )
nodes/fragment/3/position = Vector2( -640, 20 )
nodes/fragment/5/node = SubResource( 4 )
nodes/fragment/5/position = Vector2( -280, 500 )
nodes/fragment/6/node = SubResource( 5 )
nodes/fragment/6/position = Vector2( -140, 200 )
nodes/fragment/connections = PoolIntArray( 3, 0, 0, 0, 5, 0, 0, 8, 6, 0, 0, 3 )
[sub_resource type="OpenSimplexNoise" id=7]
octaves = 7
period = 256.0
persistence = 0.859
lacunarity = 4.0
[sub_resource type="NoiseTexture" id=8]
seamless = true
noise = SubResource( 7 )
[sub_resource type="NoiseTexture" id=9]
seamless = true
as_normalmap = true
bump_strength = 4.0
noise = SubResource( 7 )
[sub_resource type="ShaderMaterial" id=10]
shader = SubResource( 6 )
shader_param/ScalarUniform = 0.4
shader_param/triplanar_scale = Vector3( 0.1, 0.1, 0.1 )
shader_param/triplanar_offset = null
shader_param/triplanar_sharpness = 0.5
shader_param/BaseTexture = SubResource( 8 )
shader_param/BaseTextureNormal = SubResource( 9 )
[node name="Level" type="Spatial"]
[node name="Node" type="Node" parent="."]
[node name="DirectionalLight" type="DirectionalLight" parent="Node"]
transform = Transform( 1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 24.5477, 7 )
shadow_enabled = true
[node name="RigidBody" type="RigidBody" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 4.22547, 0 )
@ -20,6 +145,7 @@ mesh = SubResource( 2 )
material/0 = null
[node name="CSGCombiner" type="CSGCombiner" parent="."]
material_override = SubResource( 10 )
use_collision = true
[node name="CSGBox" type="CSGBox" parent="CSGCombiner"]