[gd_resource type="ShaderMaterial" load_steps=15 format=2] [sub_resource type="VisualShaderNodeScalarOp" id=1] default_input_values = [ 0, 0.0, 1, 1.3 ] operator = 2 [sub_resource type="VisualShaderNodeScalarOp" id=2] [sub_resource type="VisualShaderNodeScalarOp" id=3] default_input_values = [ 0, 0.0, 1, 0.5 ] operator = 2 [sub_resource type="VisualShaderNodeVectorOp" id=4] operator = 2 [sub_resource type="VisualShaderNodeScalarConstant" id=5] constant = 8.0 [sub_resource type="VisualShaderNodeVectorScalarMix" id=6] [sub_resource type="VisualShaderNodeFresnel" id=7] default_input_values = [ 2, true, 3, 0.5 ] [sub_resource type="VisualShaderNodeColorConstant" id=8] output_port_for_preview = 0 constant = Color( 1, 0.859069, 0.215686, 1 ) [sub_resource type="VisualShaderNodeVectorOp" id=9] operator = 2 [sub_resource type="VisualShaderNodeScalarConstant" id=10] constant = 2.0 [sub_resource type="VisualShaderNodeInput" id=11] output_port_for_preview = 0 input_name = "color" [sub_resource type="VisualShaderNodeColorConstant" id=12] output_port_for_preview = 0 constant = Color( 0.650391, 0.192161, 0.0203247, 1 ) [sub_resource type="VisualShaderNodeScalarFunc" id=13] function = 18 [sub_resource type="VisualShader" id=14] code = "shader_type spatial; render_mode specular_disabled, unshaded; void vertex() { // Output:0 } void fragment() { // Color:7 vec3 n_out7p0 = vec3(0.650391, 0.192161, 0.020325); float n_out7p1 = 1.000000; // Color:3 vec3 n_out3p0 = vec3(1.000000, 0.859069, 0.215686); float n_out3p1 = 1.000000; // Scalar:14 float n_out14p0 = 8.000000; // VectorOp:13 vec3 n_out13p0 = n_out3p0 * vec3(n_out14p0); // Input:6 vec3 n_out6p0 = COLOR.rgb; // ScalarOp:10 float n_in10p1 = 1.30000; float n_out10p0 = dot(n_out6p0, vec3(0.333333, 0.333333, 0.333333)) * n_in10p1; // ScalarFunc:9 float n_out9p0 = min(max(n_out10p0, 0.0), 1.0); // VectorScalarMix:15 vec3 n_out15p0 = mix(n_out7p0, n_out13p0, n_out9p0); // Scalar:5 float n_out5p0 = 2.000000; // VectorOp:4 vec3 n_out4p0 = n_out15p0 * vec3(n_out5p0); // Fresnel:2 bool n_in2p2 = true; float n_in2p3 = 0.50000; 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)); // ScalarOp:12 float n_in12p1 = 0.50000; float n_out12p0 = n_out2p0 * n_in12p1; // ScalarOp:11 float n_out11p0 = n_out12p0 + dot(n_out6p0, vec3(0.333333, 0.333333, 0.333333)); // Output:0 ALBEDO = n_out4p0; ALPHA = n_out11p0; } void light() { // Output:0 } " graph_offset = Vector2( -221, -337.75 ) modes/specular = 4 flags/unshaded = true nodes/fragment/0/position = Vector2( 560, -300 ) nodes/fragment/2/node = SubResource( 7 ) nodes/fragment/2/position = Vector2( -640, -540 ) nodes/fragment/3/node = SubResource( 8 ) nodes/fragment/3/position = Vector2( -680, 260 ) nodes/fragment/4/node = SubResource( 9 ) nodes/fragment/4/position = Vector2( 260, 60 ) nodes/fragment/5/node = SubResource( 10 ) nodes/fragment/5/position = Vector2( 40, 260 ) nodes/fragment/6/node = SubResource( 11 ) nodes/fragment/6/position = Vector2( -640, -220 ) nodes/fragment/7/node = SubResource( 12 ) nodes/fragment/7/position = Vector2( -400, 40 ) nodes/fragment/9/node = SubResource( 13 ) nodes/fragment/9/position = Vector2( -80, -180 ) nodes/fragment/10/node = SubResource( 1 ) nodes/fragment/10/position = Vector2( -400, -160 ) nodes/fragment/11/node = SubResource( 2 ) nodes/fragment/11/position = Vector2( 100, -340 ) nodes/fragment/12/node = SubResource( 3 ) nodes/fragment/12/position = Vector2( -260, -520 ) nodes/fragment/13/node = SubResource( 4 ) nodes/fragment/13/position = Vector2( -380, 300 ) nodes/fragment/14/node = SubResource( 5 ) nodes/fragment/14/position = Vector2( -520, 460 ) nodes/fragment/15/node = SubResource( 6 ) nodes/fragment/15/position = Vector2( 40, 60 ) nodes/fragment/connections = PoolIntArray( 5, 0, 4, 1, 6, 0, 10, 0, 10, 0, 9, 0, 6, 0, 11, 1, 2, 0, 12, 0, 12, 0, 11, 0, 11, 0, 0, 1, 4, 0, 0, 0, 3, 0, 13, 0, 14, 0, 13, 1, 7, 0, 15, 0, 13, 0, 15, 1, 9, 0, 15, 2, 15, 0, 4, 0 ) [resource] shader = SubResource( 14 )