Special Area Environments Setup, Guidance Room is Bugged,
This commit is contained in:
@@ -1,55 +1,244 @@
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shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx;
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render_mode world_vertex_coords, cull_disabled;
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uniform vec3 albedo : source_color;
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uniform sampler2D water_texture1;
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uniform sampler2D water_texture2;
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uniform sampler2D noise_texture;
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uniform vec2 scroll_speed1 = vec2(0.05, 0.0);
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uniform vec2 scroll_speed2 = vec2(-0.03, 0.0);
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uniform float blend_factor = 0.5;
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uniform vec2 scale1 = vec2(1.0, 1.0);
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uniform vec2 scale2 = vec2(1.0, 1.0);
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uniform float wave_strength = 1.0;
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uniform float wave_scale = 0.02;
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uniform int pixelation_level = 64;
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uniform float FoamSize = 0.5;
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uniform sampler2D DepthTexture : hint_depth_texture;
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uniform float WaterOpacity = 1.0;
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uniform float FoamGlowIntensity = 0.5;
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uniform sampler2D screen : hint_screen_texture, filter_linear_mipmap_anisotropic, repeat_disable;
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group_uniforms colours;
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uniform vec3 surfacecolour : source_color;
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uniform vec3 volumecolour : source_color;
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group_uniforms material;
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uniform float AirIOR = 1.0;
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uniform float IOR = 1.33;
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group_uniforms textures;
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uniform vec2 sampler1speed = vec2(0.02, 0.0);
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uniform vec2 sampler2speed = vec2(0.0, 0.02);
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uniform float samplermix : hint_range(0.0, 1.0, 0.1) = 0.5;
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uniform vec2 samplerscale = vec2(0.1);
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uniform sampler2D normal1tex : filter_linear_mipmap_anisotropic, hint_normal;
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uniform sampler2D normal2tex : filter_linear_mipmap_anisotropic, hint_normal;
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uniform float normalstrength : hint_range(0.0, 5.0, 0.01) = 1.0;
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uniform sampler2D height1tex : filter_linear_mipmap_anisotropic;
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uniform sampler2D height2tex : filter_linear_mipmap_anisotropic;
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uniform float heightstrength : hint_range(0.0, 5.0, 0.01) = 0.12;
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uniform sampler2D edge1tex : filter_linear_mipmap_anisotropic;
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uniform sampler2D edge2tex : filter_linear_mipmap_anisotropic;
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varying vec2 position;
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varying vec3 wposition;
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group_uniforms refraction;
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uniform float refrationamount : hint_range(0.0, 1.0, 0.01);
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uniform bool fog_underwater;
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group_uniforms edge;
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uniform float edge_size : hint_range(0.01, 0.5, 0.01) = 0.1;
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uniform bool foam_or_fade = false;
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uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap, repeat_disable;
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group_uniforms screen_space_reflection;
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uniform float far_clip = 50.0;
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uniform int steps : hint_range(64, 1024, 16) = 512;
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uniform float ssr_screen_fade : hint_range(0.01, 0.5, 0.01) = 0.05;
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float schlickfresnel(float ior1, float ior2, vec3 view, vec3 norm) {
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float incident = dot(view, norm);
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float reflectance = pow(((ior2 - ior1)/(ior2 + ior1)), 2.0);
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float fresnelincident = reflectance + (1.0 - reflectance) * pow(1.0 - cos(incident), 5.0);
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return(fresnelincident / incident);
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}
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void vertex() {
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vec2 global_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xz;
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float noise_value = texture(noise_texture, global_position * wave_scale).r;
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float wave = sin(global_position.x * 0.2 + global_position.y * 0.2 + TIME + noise_value * 10.0) * wave_strength;
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VERTEX.y += wave;
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position = VERTEX.xz;
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UV = VERTEX.xz * samplerscale + (sampler1speed * TIME);
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UV2 = VERTEX.xz * samplerscale + (sampler2speed * TIME);
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float height = mix(texture(height1tex, UV),texture(height2tex, UV2),samplermix).x;
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VERTEX.y += (height - 0.5) * heightstrength;
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wposition = VERTEX;
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// Called for every vertex the material is visible on.
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}
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float snells_window(vec3 normal, vec3 view, float ior) {
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float cos_theta = dot(normal, view);
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return step(sqrt(1.0 - cos_theta * cos_theta) * ior, 1.0);
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}
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float linear_depth(float nonlinear_depth, mat4 inv_projection_matrix) {
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return 1.0 / (nonlinear_depth * inv_projection_matrix[2].w + inv_projection_matrix[3].w);
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}
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float nonlinear_depth(float linear_depth, mat4 inv_projection_matrix) {
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return (1.0 / linear_depth - inv_projection_matrix[3].w) / inv_projection_matrix[2].w;
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}
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vec2 view2uv(vec3 position_view_space, mat4 proj_m)
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{
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vec4 position_clip_space = proj_m * vec4(position_view_space.xyz, 1.0);
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vec2 position_ndc = position_clip_space.xy / position_clip_space.w;
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return position_ndc.xy * 0.5 + 0.5;
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}
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float remap(float x, float min1, float max1, float min2, float max2) {
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return ((x - min1) / (max1 - min1) + min2) * (max2 - min2);
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}
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float remap1(float x, float min1, float max1) {
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return (x - min1) / (max1 - min1);
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}
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float edge_fade(vec2 uv, float size) {
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float x1 = clamp(remap1(uv.x, 0.0, size), 0.0, 1.0);
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float x2 = clamp(remap1(uv.x, 1.0, 1.0 - size), 0.0, 1.0);
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float y1 = clamp(remap1(uv.y, 0.0, size), 0.0, 1.0);
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float y2 = clamp(remap1(uv.y, 1.0, 1.0 - size), 0.0, 1.0);
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return x1*x2*y1*y2;
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}
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void fragment() {
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vec2 scaledUV1 = UV * scale1;
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vec2 scaledUV2 = UV * scale2;
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vec2 scrolledUV1 = scaledUV1 + scroll_speed1 * TIME;
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vec2 scrolledUV2 = scaledUV2 + scroll_speed2 * TIME;
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scrolledUV1 = mod(scrolledUV1, vec2(1.0, 1.0));
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scrolledUV2 = mod(scrolledUV2, vec2(1.0, 1.0));
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scrolledUV1 = floor(scrolledUV1 * float(pixelation_level)) / float(pixelation_level);
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scrolledUV2 = floor(scrolledUV2 * float(pixelation_level)) / float(pixelation_level);
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vec4 water_color1 = texture(water_texture1, scrolledUV1);
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vec4 water_color2 = texture(water_texture2, scrolledUV2);
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vec4 blended_water_color = mix(water_color1, water_color2, blend_factor);
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vec3 onorm = NORMAL;
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float depthValue = texture(DepthTexture, SCREEN_UV).r;
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vec4 worldPosition = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, depthValue, 1.0);
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worldPosition.xyz /= worldPosition.w;
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float foamEffect = clamp(1.0 - smoothstep(worldPosition.z + FoamSize, worldPosition.z, VERTEX.z), 0.0, 1.0);
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float foamOpacity = 1.0 - foamEffect;
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float foamEffectRounded = round(foamOpacity);
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float finalOpacity = foamEffectRounded + WaterOpacity;
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vec2 normmap = mix(texture(normal1tex, UV),texture(normal2tex, UV2),samplermix).xy;
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NORMAL += TANGENT * (normmap.x - 0.5) * normalstrength;
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NORMAL += BINORMAL * (normmap.y - 0.5) * normalstrength;
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ALBEDO = blended_water_color.rgb * albedo;
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ALPHA = finalOpacity;
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EMISSION = vec3(foamEffectRounded) * FoamGlowIntensity;
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METALLIC = 0.0;
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ROUGHNESS = 1.0;
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vec3 wnorm = (vec4(NORMAL, 0.0) * VIEW_MATRIX).xyz;
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vec3 wview = (vec4(VIEW, 0.0) * VIEW_MATRIX).xyz;
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if (FRONT_FACING) {
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ROUGHNESS = 0.0;
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METALLIC = 1.0;
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SPECULAR = 0.0;
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float fres = schlickfresnel(AirIOR, IOR, VIEW, NORMAL);
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ALBEDO = surfacecolour * fres;
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// REFRACTION
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float lineardepth = linear_depth(texture(DEPTH_TEXTURE, SCREEN_UV).r, INV_PROJECTION_MATRIX);
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float selfdepth = -VERTEX.z;
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float depth_diff = lineardepth - selfdepth;
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vec3 tanx = BINORMAL * (normmap.x - 0.5) * normalstrength;
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vec3 tany = TANGENT * (normmap.y - 0.5) * normalstrength;
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vec2 refracted_uv = SCREEN_UV + (tanx + tany).xy * refrationamount * depth_diff / lineardepth;
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float newdepth = linear_depth(texture(DEPTH_TEXTURE, refracted_uv).r, INV_PROJECTION_MATRIX);
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//float selfdepth = 1.0/(1.0 + 2.0 * distance(wposition, CAMERA_POSITION_WORLD));
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vec3 newvolcolour = mix(volumecolour, vec3(1.0), clamp(1.0 / (depth_diff * 1.0), 0.0, 1.0));
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EMISSION = newvolcolour * texture(screen, refracted_uv).rgb;
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if (newdepth < selfdepth) {
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EMISSION = newvolcolour * texture(screen, SCREEN_UV).rgb;
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}
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// SSR
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vec3 reflected = -reflect(VIEW, NORMAL);
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vec3 pos = VERTEX;
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int curstep = 0;
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bool finished = false;
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vec2 uv;
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float currentdepth;
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while (curstep < steps) {
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float step_scale = float(curstep + 1) / float(steps);
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float step_dist = step_scale * step_scale * far_clip;
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pos += reflected * step_dist;
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curstep += 1;
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currentdepth = -pos.z;
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uv = view2uv(pos, PROJECTION_MATRIX);
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if (!(uv.x < 1.0 && uv.y < 1.0 && uv.x > 0.0 && uv.y > 0.0)) {
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break;
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}
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float testdepth = linear_depth(texture(DEPTH_TEXTURE, uv).r, INV_PROJECTION_MATRIX);
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if (testdepth < currentdepth) {
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finished = true;
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break;
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}
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}
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if (finished && currentdepth < far_clip * 0.99) {
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ALBEDO *= 1.0 - edge_fade(uv, ssr_screen_fade);
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METALLIC *= 1.0 - edge_fade(uv, ssr_screen_fade);
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EMISSION += texture(screen, uv).xyz * schlickfresnel(1.0, 1.33, VIEW, NORMAL) * edge_fade(uv, ssr_screen_fade);
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}
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// EDGE EFFECT
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float distfromedge = depth_diff * dot(normalize(NORMAL), normalize(-VERTEX)) / VIEW.z;
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if (distfromedge < edge_size) {
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distfromedge /= edge_size;
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if (foam_or_fade) {
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ALPHA = distfromedge;
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} else {
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float edgetex = mix(texture(edge1tex, UV).r, texture(edge2tex, UV2).r, samplermix);
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if (edgetex > distfromedge) {
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ALBEDO = vec3(1.0);
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ROUGHNESS = 1.0;
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METALLIC = 1.0;
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EMISSION = vec3(0.0);
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NORMAL = onorm;
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}
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}
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}
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} else {
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// SNELLS WINDOW
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float window = snells_window(wnorm, wview, IOR);
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if (window > 0.5) {
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ROUGHNESS = 1.0;
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METALLIC = 1.0;
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ALBEDO = vec3(0.0);
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SPECULAR = 0.0;
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float linear_depth = 1.0 / (texture(DEPTH_TEXTURE, SCREEN_UV).r * INV_PROJECTION_MATRIX[2].w + INV_PROJECTION_MATRIX[3].w);
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float selfdepth = 1.0 / (FRAGCOORD.z * INV_PROJECTION_MATRIX[2].w + INV_PROJECTION_MATRIX[3].w);
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float depth_diff = linear_depth - selfdepth;
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vec3 tanx = BINORMAL * (normmap.x - 0.5) * normalstrength;
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vec3 tany = TANGENT * (normmap.y - 0.5) * normalstrength;
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float newdepth = 1.0 / (texture(DEPTH_TEXTURE, SCREEN_UV + (tanx + tany).xy * refrationamount).r * INV_PROJECTION_MATRIX[2].w + INV_PROJECTION_MATRIX[3].w);
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//float selfdepth = 1.0/(1.0 + 2.0 * distance(wposition, CAMERA_POSITION_WORLD));
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vec3 newvolcolour = mix(volumecolour, vec3(1.0), clamp(1.0 / (selfdepth * 1.0), 0.0, 1.0));
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if (!fog_underwater) {
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newvolcolour = vec3(1.0);
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}
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EMISSION = newvolcolour * texture(screen, SCREEN_UV + (tanx + tany).xy * refrationamount).rgb;
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} else {
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ALBEDO = surfacecolour;
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ROUGHNESS = 0.0;
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METALLIC = 1.0;
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// SSR
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vec3 reflected = -reflect(VIEW, NORMAL);
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vec3 pos = VERTEX;
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int curstep = 0;
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bool finished = false;
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vec2 uv;
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float currentdepth;
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while (curstep < steps) {
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float step_scale = float(curstep + 1) / float(steps);
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float step_dist = step_scale * step_scale * far_clip;
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pos += reflected * step_dist;
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curstep += 1;
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currentdepth = -pos.z;
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uv = view2uv(pos, PROJECTION_MATRIX);
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if (!(uv.x < 1.0 && uv.y < 1.0 && uv.x > 0.0 && uv.y > 0.0)) {
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break;
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}
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float testdepth = linear_depth(texture(DEPTH_TEXTURE, uv).r, INV_PROJECTION_MATRIX);
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if (testdepth < currentdepth) {
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finished = true;
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break;
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}
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}
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if (finished && currentdepth < far_clip * 0.99) {
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ALBEDO *= 1.0 - edge_fade(uv, ssr_screen_fade);
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METALLIC *= 1.0 - edge_fade(uv, ssr_screen_fade);
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EMISSION += texture(screen, uv).xyz * schlickfresnel(1.0, 1.33, VIEW, NORMAL) * edge_fade(uv, ssr_screen_fade);
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}
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}
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}
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}
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244
Zennysoft.Game.Ma/src/map/overworld/Overworld Water.gdshader
Normal file
244
Zennysoft.Game.Ma/src/map/overworld/Overworld Water.gdshader
Normal file
@@ -0,0 +1,244 @@
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shader_type spatial;
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render_mode world_vertex_coords, cull_disabled;
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uniform sampler2D screen : hint_screen_texture, filter_linear_mipmap_anisotropic, repeat_disable;
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group_uniforms colours;
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uniform vec3 surfacecolour : source_color;
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uniform vec3 volumecolour : source_color;
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group_uniforms material;
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uniform float AirIOR = 1.0;
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uniform float IOR = 1.33;
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group_uniforms textures;
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uniform vec2 sampler1speed = vec2(0.02, 0.0);
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uniform vec2 sampler2speed = vec2(0.0, 0.02);
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uniform float samplermix : hint_range(0.0, 1.0, 0.1) = 0.5;
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uniform vec2 samplerscale = vec2(0.1);
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uniform sampler2D normal1tex : filter_linear_mipmap_anisotropic, hint_normal;
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uniform sampler2D normal2tex : filter_linear_mipmap_anisotropic, hint_normal;
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uniform float normalstrength : hint_range(0.0, 5.0, 0.01) = 1.0;
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uniform sampler2D height1tex : filter_linear_mipmap_anisotropic;
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uniform sampler2D height2tex : filter_linear_mipmap_anisotropic;
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uniform float heightstrength : hint_range(0.0, 5.0, 0.01) = 0.12;
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uniform sampler2D edge1tex : filter_linear_mipmap_anisotropic;
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uniform sampler2D edge2tex : filter_linear_mipmap_anisotropic;
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varying vec2 position;
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varying vec3 wposition;
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group_uniforms refraction;
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uniform float refrationamount : hint_range(0.0, 1.0, 0.01);
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uniform bool fog_underwater;
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group_uniforms edge;
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uniform float edge_size : hint_range(0.01, 0.5, 0.01) = 0.1;
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uniform bool foam_or_fade = false;
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uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap, repeat_disable;
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group_uniforms screen_space_reflection;
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uniform float far_clip = 50.0;
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uniform int steps : hint_range(64, 1024, 16) = 512;
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uniform float ssr_screen_fade : hint_range(0.01, 0.5, 0.01) = 0.05;
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float schlickfresnel(float ior1, float ior2, vec3 view, vec3 norm) {
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float incident = dot(view, norm);
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float reflectance = pow(((ior2 - ior1)/(ior2 + ior1)), 2.0);
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float fresnelincident = reflectance + (1.0 - reflectance) * pow(1.0 - cos(incident), 5.0);
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return(fresnelincident / incident);
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}
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void vertex() {
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position = VERTEX.xz;
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UV = VERTEX.xz * samplerscale + (sampler1speed * TIME);
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UV2 = VERTEX.xz * samplerscale + (sampler2speed * TIME);
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float height = mix(texture(height1tex, UV),texture(height2tex, UV2),samplermix).x;
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VERTEX.y += (height - 0.5) * heightstrength;
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wposition = VERTEX;
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// Called for every vertex the material is visible on.
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}
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float snells_window(vec3 normal, vec3 view, float ior) {
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float cos_theta = dot(normal, view);
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return step(sqrt(1.0 - cos_theta * cos_theta) * ior, 1.0);
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}
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float linear_depth(float nonlinear_depth, mat4 inv_projection_matrix) {
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return 1.0 / (nonlinear_depth * inv_projection_matrix[2].w + inv_projection_matrix[3].w);
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}
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float nonlinear_depth(float linear_depth, mat4 inv_projection_matrix) {
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return (1.0 / linear_depth - inv_projection_matrix[3].w) / inv_projection_matrix[2].w;
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}
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vec2 view2uv(vec3 position_view_space, mat4 proj_m)
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{
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vec4 position_clip_space = proj_m * vec4(position_view_space.xyz, 1.0);
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vec2 position_ndc = position_clip_space.xy / position_clip_space.w;
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return position_ndc.xy * 0.5 + 0.5;
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}
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|
||||
float remap(float x, float min1, float max1, float min2, float max2) {
|
||||
return ((x - min1) / (max1 - min1) + min2) * (max2 - min2);
|
||||
}
|
||||
float remap1(float x, float min1, float max1) {
|
||||
return (x - min1) / (max1 - min1);
|
||||
}
|
||||
|
||||
float edge_fade(vec2 uv, float size) {
|
||||
float x1 = clamp(remap1(uv.x, 0.0, size), 0.0, 1.0);
|
||||
float x2 = clamp(remap1(uv.x, 1.0, 1.0 - size), 0.0, 1.0);
|
||||
float y1 = clamp(remap1(uv.y, 0.0, size), 0.0, 1.0);
|
||||
float y2 = clamp(remap1(uv.y, 1.0, 1.0 - size), 0.0, 1.0);
|
||||
return x1*x2*y1*y2;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
|
||||
vec3 onorm = NORMAL;
|
||||
|
||||
vec2 normmap = mix(texture(normal1tex, UV),texture(normal2tex, UV2),samplermix).xy;
|
||||
NORMAL += TANGENT * (normmap.x - 0.5) * normalstrength;
|
||||
NORMAL += BINORMAL * (normmap.y - 0.5) * normalstrength;
|
||||
|
||||
vec3 wnorm = (vec4(NORMAL, 0.0) * VIEW_MATRIX).xyz;
|
||||
vec3 wview = (vec4(VIEW, 0.0) * VIEW_MATRIX).xyz;
|
||||
if (FRONT_FACING) {
|
||||
|
||||
ROUGHNESS = 0.0;
|
||||
METALLIC = 1.0;
|
||||
SPECULAR = 0.0;
|
||||
|
||||
float fres = schlickfresnel(AirIOR, IOR, VIEW, NORMAL);
|
||||
ALBEDO = surfacecolour * fres;
|
||||
|
||||
// REFRACTION
|
||||
|
||||
float lineardepth = linear_depth(texture(DEPTH_TEXTURE, SCREEN_UV).r, INV_PROJECTION_MATRIX);
|
||||
float selfdepth = -VERTEX.z;
|
||||
float depth_diff = lineardepth - selfdepth;
|
||||
vec3 tanx = BINORMAL * (normmap.x - 0.5) * normalstrength;
|
||||
vec3 tany = TANGENT * (normmap.y - 0.5) * normalstrength;
|
||||
vec2 refracted_uv = SCREEN_UV + (tanx + tany).xy * refrationamount * depth_diff / lineardepth;
|
||||
float newdepth = linear_depth(texture(DEPTH_TEXTURE, refracted_uv).r, INV_PROJECTION_MATRIX);
|
||||
//float selfdepth = 1.0/(1.0 + 2.0 * distance(wposition, CAMERA_POSITION_WORLD));
|
||||
vec3 newvolcolour = mix(volumecolour, vec3(1.0), clamp(1.0 / (depth_diff * 1.0), 0.0, 1.0));
|
||||
EMISSION = newvolcolour * texture(screen, refracted_uv).rgb;
|
||||
|
||||
if (newdepth < selfdepth) {
|
||||
EMISSION = newvolcolour * texture(screen, SCREEN_UV).rgb;
|
||||
}
|
||||
|
||||
// SSR
|
||||
|
||||
vec3 reflected = -reflect(VIEW, NORMAL);
|
||||
vec3 pos = VERTEX;
|
||||
int curstep = 0;
|
||||
bool finished = false;
|
||||
vec2 uv;
|
||||
float currentdepth;
|
||||
while (curstep < steps) {
|
||||
float step_scale = float(curstep + 1) / float(steps);
|
||||
float step_dist = step_scale * step_scale * far_clip;
|
||||
pos += reflected * step_dist;
|
||||
curstep += 1;
|
||||
currentdepth = -pos.z;
|
||||
uv = view2uv(pos, PROJECTION_MATRIX);
|
||||
if (!(uv.x < 1.0 && uv.y < 1.0 && uv.x > 0.0 && uv.y > 0.0)) {
|
||||
break;
|
||||
}
|
||||
float testdepth = linear_depth(texture(DEPTH_TEXTURE, uv).r, INV_PROJECTION_MATRIX);
|
||||
if (testdepth < currentdepth) {
|
||||
finished = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (finished && currentdepth < far_clip * 0.99) {
|
||||
ALBEDO *= 1.0 - edge_fade(uv, ssr_screen_fade);
|
||||
METALLIC *= 1.0 - edge_fade(uv, ssr_screen_fade);
|
||||
EMISSION += texture(screen, uv).xyz * schlickfresnel(1.0, 1.33, VIEW, NORMAL) * edge_fade(uv, ssr_screen_fade);
|
||||
}
|
||||
|
||||
// EDGE EFFECT
|
||||
|
||||
float distfromedge = depth_diff * dot(normalize(NORMAL), normalize(-VERTEX)) / VIEW.z;
|
||||
if (distfromedge < edge_size) {
|
||||
distfromedge /= edge_size;
|
||||
if (foam_or_fade) {
|
||||
ALPHA = distfromedge;
|
||||
} else {
|
||||
float edgetex = mix(texture(edge1tex, UV).r, texture(edge2tex, UV2).r, samplermix);
|
||||
if (edgetex > distfromedge) {
|
||||
ALBEDO = vec3(1.0);
|
||||
ROUGHNESS = 1.0;
|
||||
METALLIC = 1.0;
|
||||
EMISSION = vec3(0.0);
|
||||
NORMAL = onorm;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
// SNELLS WINDOW
|
||||
float window = snells_window(wnorm, wview, IOR);
|
||||
|
||||
if (window > 0.5) {
|
||||
ROUGHNESS = 1.0;
|
||||
METALLIC = 1.0;
|
||||
ALBEDO = vec3(0.0);
|
||||
SPECULAR = 0.0;
|
||||
float linear_depth = 1.0 / (texture(DEPTH_TEXTURE, SCREEN_UV).r * INV_PROJECTION_MATRIX[2].w + INV_PROJECTION_MATRIX[3].w);
|
||||
float selfdepth = 1.0 / (FRAGCOORD.z * INV_PROJECTION_MATRIX[2].w + INV_PROJECTION_MATRIX[3].w);
|
||||
float depth_diff = linear_depth - selfdepth;
|
||||
vec3 tanx = BINORMAL * (normmap.x - 0.5) * normalstrength;
|
||||
vec3 tany = TANGENT * (normmap.y - 0.5) * normalstrength;
|
||||
float newdepth = 1.0 / (texture(DEPTH_TEXTURE, SCREEN_UV + (tanx + tany).xy * refrationamount).r * INV_PROJECTION_MATRIX[2].w + INV_PROJECTION_MATRIX[3].w);
|
||||
//float selfdepth = 1.0/(1.0 + 2.0 * distance(wposition, CAMERA_POSITION_WORLD));
|
||||
vec3 newvolcolour = mix(volumecolour, vec3(1.0), clamp(1.0 / (selfdepth * 1.0), 0.0, 1.0));
|
||||
if (!fog_underwater) {
|
||||
newvolcolour = vec3(1.0);
|
||||
}
|
||||
EMISSION = newvolcolour * texture(screen, SCREEN_UV + (tanx + tany).xy * refrationamount).rgb;
|
||||
} else {
|
||||
ALBEDO = surfacecolour;
|
||||
ROUGHNESS = 0.0;
|
||||
METALLIC = 1.0;
|
||||
|
||||
// SSR
|
||||
|
||||
vec3 reflected = -reflect(VIEW, NORMAL);
|
||||
vec3 pos = VERTEX;
|
||||
int curstep = 0;
|
||||
bool finished = false;
|
||||
vec2 uv;
|
||||
float currentdepth;
|
||||
while (curstep < steps) {
|
||||
float step_scale = float(curstep + 1) / float(steps);
|
||||
float step_dist = step_scale * step_scale * far_clip;
|
||||
pos += reflected * step_dist;
|
||||
curstep += 1;
|
||||
currentdepth = -pos.z;
|
||||
uv = view2uv(pos, PROJECTION_MATRIX);
|
||||
if (!(uv.x < 1.0 && uv.y < 1.0 && uv.x > 0.0 && uv.y > 0.0)) {
|
||||
break;
|
||||
}
|
||||
float testdepth = linear_depth(texture(DEPTH_TEXTURE, uv).r, INV_PROJECTION_MATRIX);
|
||||
if (testdepth < currentdepth) {
|
||||
finished = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (finished && currentdepth < far_clip * 0.99) {
|
||||
ALBEDO *= 1.0 - edge_fade(uv, ssr_screen_fade);
|
||||
METALLIC *= 1.0 - edge_fade(uv, ssr_screen_fade);
|
||||
EMISSION += texture(screen, uv).xyz * schlickfresnel(1.0, 1.33, VIEW, NORMAL) * edge_fade(uv, ssr_screen_fade);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://yagva4an6w2
|
||||
@@ -1,4 +1,4 @@
|
||||
[gd_scene load_steps=257 format=4 uid="uid://dvnc26rebk6o0"]
|
||||
[gd_scene load_steps=266 format=4 uid="uid://dvnc26rebk6o0"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://cuhfkyh3d7noa" path="res://src/map/dungeon/code/Overworld.cs" id="1_5hmt3"]
|
||||
[ext_resource type="Texture2D" uid="uid://co6h8vyi11sl2" path="res://src/map/overworld/Models/Overworld_CLOUD_RINGS_INNER_63.png" id="2_g6b7b"]
|
||||
@@ -17,6 +17,7 @@
|
||||
[ext_resource type="Texture2D" uid="uid://dicwnhepupj5a" path="res://src/map/overworld/Models/Overworld_CLOUD_RINGS_OUTTER_33.png" id="15_8isf0"]
|
||||
[ext_resource type="Texture2D" uid="uid://bs8a3hyubf521" path="res://src/map/overworld/Models/Overworld_makeshift_skybox_Cloudscape 3.png" id="16_8nnl3"]
|
||||
[ext_resource type="Shader" uid="uid://blrcjqdo7emhs" path="res://src/map/overworld/Models/water.gdshader" id="17_b53dq"]
|
||||
[ext_resource type="Shader" uid="uid://yagva4an6w2" path="res://src/map/overworld/Overworld Water.gdshader" id="17_q2pi3"]
|
||||
[ext_resource type="Texture2D" uid="uid://cchqagfhsko0r" path="res://src/map/overworld/Models/Overworld_optimized_Pass 1_A1_eyeblock.png" id="18_r86sn"]
|
||||
[ext_resource type="Texture2D" uid="uid://bkly85kkv2gjs" path="res://src/map/overworld/Models/Overworld_optimized_Pass 1_concrete_0025_color_1k.jpg" id="19_0u0mt"]
|
||||
[ext_resource type="Texture2D" uid="uid://cgx3b275abnwg" path="res://src/map/overworld/Models/Overworld_optimized_Pass 1_OW_Worked-Stone-Outside.png" id="20_4rcfa"]
|
||||
@@ -71,6 +72,7 @@
|
||||
[ext_resource type="PackedScene" uid="uid://jds3hr41coal" path="res://src/npc/Ran/Ran.tscn" id="69_g6b7b"]
|
||||
[ext_resource type="PackedScene" uid="uid://db206brufi83s" path="res://src/items/weapons/Weapon.tscn" id="70_r8r3k"]
|
||||
[ext_resource type="Resource" uid="uid://cfhwlpa0d7wb4" path="res://src/items/weapons/resources/MysteryRod.tres" id="71_t71yg"]
|
||||
[ext_resource type="Texture2D" uid="uid://c38grr8d22ukg" path="res://src/map/overworld/cloudscape.png" id="73_wbbo3"]
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_peugn"]
|
||||
resource_name = "CLOUDS1"
|
||||
@@ -524,6 +526,7 @@ data = PackedVector3Array(-235.885, 85.1831, 15.018, -200.915, -47.8481, 15.1655
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ojtar"]
|
||||
resource_name = "SKYBOX TEXTURE"
|
||||
cull_mode = 2
|
||||
shading_mode = 0
|
||||
albedo_texture = ExtResource("16_8nnl3")
|
||||
|
||||
[sub_resource type="ArrayMesh" id="ArrayMesh_qmtp4"]
|
||||
@@ -560,23 +563,40 @@ _surfaces = [{
|
||||
blend_shape_mode = 0
|
||||
shadow_mesh = SubResource("ArrayMesh_qmtp4")
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_g6b7b"]
|
||||
[sub_resource type="FastNoiseLite" id="FastNoiseLite_c2gp5"]
|
||||
noise_type = 2
|
||||
seed = 4
|
||||
frequency = 0.0245
|
||||
fractal_octaves = 2
|
||||
domain_warp_enabled = true
|
||||
domain_warp_amplitude = 40.02
|
||||
|
||||
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_pvi8n"]
|
||||
seamless = true
|
||||
seamless_blend_skirt = 0.296
|
||||
noise = SubResource("FastNoiseLite_c2gp5")
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_d1qcb"]
|
||||
render_priority = 0
|
||||
shader = ExtResource("17_b53dq")
|
||||
shader_parameter/albedo = Color(0.427493, 0.427493, 0.427493, 1)
|
||||
shader_parameter/water_texture1 = ExtResource("29_gdgdy")
|
||||
shader_parameter/water_texture2 = ExtResource("29_gdgdy")
|
||||
shader_parameter/scroll_speed1 = Vector2(0.05, 0)
|
||||
shader_parameter/scroll_speed2 = Vector2(-0.03, 0)
|
||||
shader_parameter/blend_factor = 0.5
|
||||
shader_parameter/scale1 = Vector2(1, 1)
|
||||
shader_parameter/scale2 = Vector2(1, 1)
|
||||
shader_parameter/wave_strength = 0.001
|
||||
shader_parameter/wave_scale = 0.02
|
||||
shader_parameter/pixelation_level = 64
|
||||
shader_parameter/FoamSize = 0.1
|
||||
shader_parameter/WaterOpacity = 1.13
|
||||
shader_parameter/FoamGlowIntensity = 0.04
|
||||
shader = ExtResource("17_q2pi3")
|
||||
shader_parameter/surfacecolour = Color(9.62615e-07, 0.76529, 0.77634, 1)
|
||||
shader_parameter/volumecolour = Color(0.224564, 0.518909, 0.356444, 1)
|
||||
shader_parameter/AirIOR = 1.0
|
||||
shader_parameter/IOR = 1.33
|
||||
shader_parameter/sampler1speed = Vector2(0.02, 0)
|
||||
shader_parameter/sampler2speed = Vector2(0, 0.02)
|
||||
shader_parameter/samplermix = 0.5
|
||||
shader_parameter/samplerscale = Vector2(0.1, 0.1)
|
||||
shader_parameter/normal1tex = SubResource("NoiseTexture2D_pvi8n")
|
||||
shader_parameter/normalstrength = 1.0
|
||||
shader_parameter/heightstrength = 1.0
|
||||
shader_parameter/refrationamount = 0.15
|
||||
shader_parameter/fog_underwater = true
|
||||
shader_parameter/edge_size = 0.14
|
||||
shader_parameter/foam_or_fade = true
|
||||
shader_parameter/far_clip = 50.0
|
||||
shader_parameter/steps = 512
|
||||
shader_parameter/ssr_screen_fade = 0.05
|
||||
|
||||
[sub_resource type="ArrayMesh" id="ArrayMesh_3kd5v"]
|
||||
_surfaces = [{
|
||||
@@ -600,7 +620,7 @@ _surfaces = [{
|
||||
"format": 34896613399,
|
||||
"index_count": 6,
|
||||
"index_data": PackedByteArray("AAABAAIAAAADAAEA"),
|
||||
"material": SubResource("ShaderMaterial_g6b7b"),
|
||||
"material": SubResource("ShaderMaterial_d1qcb"),
|
||||
"name": "WATER",
|
||||
"primitive": 3,
|
||||
"uv_scale": Vector4(252.583, 254.961, 0, 0),
|
||||
@@ -7812,26 +7832,38 @@ _surfaces = [{
|
||||
blend_shape_mode = 0
|
||||
shadow_mesh = SubResource("ArrayMesh_qe48t")
|
||||
|
||||
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_uyygh"]
|
||||
[sub_resource type="FastNoiseLite" id="FastNoiseLite_l0fgw"]
|
||||
noise_type = 2
|
||||
seed = 4
|
||||
frequency = 0.0281
|
||||
domain_warp_enabled = true
|
||||
|
||||
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_kq4kf"]
|
||||
seamless = true
|
||||
seamless_blend_skirt = 0.278
|
||||
noise = SubResource("FastNoiseLite_l0fgw")
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_r8r3k"]
|
||||
render_priority = 0
|
||||
shader = ExtResource("17_b53dq")
|
||||
shader_parameter/albedo = Color(0.450648, 0.450648, 0.450648, 1)
|
||||
shader_parameter/water_texture1 = ExtResource("29_gdgdy")
|
||||
shader_parameter/water_texture2 = ExtResource("29_gdgdy")
|
||||
shader_parameter/noise_texture = SubResource("NoiseTexture2D_uyygh")
|
||||
shader_parameter/scroll_speed1 = Vector2(0.01, 0)
|
||||
shader_parameter/scroll_speed2 = Vector2(0, 0)
|
||||
shader_parameter/blend_factor = 0.25
|
||||
shader_parameter/scale1 = Vector2(1, 1)
|
||||
shader_parameter/scale2 = Vector2(1, 1)
|
||||
shader_parameter/wave_strength = 0.05
|
||||
shader_parameter/wave_scale = 0.08
|
||||
shader_parameter/pixelation_level = 64
|
||||
shader_parameter/FoamSize = 0.5
|
||||
shader_parameter/WaterOpacity = 0.915
|
||||
shader_parameter/FoamGlowIntensity = 0.025
|
||||
shader_parameter/surfacecolour = Color(0.22549, 0.466573, 0.377406, 1)
|
||||
shader_parameter/volumecolour = Color(0.397243, 0.75619, 0.761684, 1)
|
||||
shader_parameter/AirIOR = 1.0
|
||||
shader_parameter/IOR = 1.33
|
||||
shader_parameter/sampler1speed = Vector2(0.02, 0)
|
||||
shader_parameter/sampler2speed = Vector2(0, 0.02)
|
||||
shader_parameter/samplermix = 0.5
|
||||
shader_parameter/samplerscale = Vector2(0.1, 0.1)
|
||||
shader_parameter/normal1tex = SubResource("NoiseTexture2D_kq4kf")
|
||||
shader_parameter/normalstrength = 1.0
|
||||
shader_parameter/heightstrength = 1.0
|
||||
shader_parameter/refrationamount = 0.1
|
||||
shader_parameter/fog_underwater = true
|
||||
shader_parameter/edge_size = 0.1
|
||||
shader_parameter/foam_or_fade = false
|
||||
shader_parameter/far_clip = 50.0
|
||||
shader_parameter/steps = 512
|
||||
shader_parameter/ssr_screen_fade = 0.05
|
||||
|
||||
[sub_resource type="ArrayMesh" id="ArrayMesh_0gwme"]
|
||||
_surfaces = [{
|
||||
@@ -7911,6 +7943,35 @@ shadow_mesh = SubResource("ArrayMesh_5h042")
|
||||
[sub_resource type="BoxShape3D" id="BoxShape3D_b53dq"]
|
||||
size = Vector3(32.7888, 2.34912, 11.2217)
|
||||
|
||||
[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_322om"]
|
||||
resource_local_to_scene = true
|
||||
panorama = ExtResource("73_wbbo3")
|
||||
|
||||
[sub_resource type="Sky" id="Sky_nfcfh"]
|
||||
sky_material = SubResource("PanoramaSkyMaterial_322om")
|
||||
|
||||
[sub_resource type="Environment" id="Environment_8isf0"]
|
||||
background_mode = 2
|
||||
background_energy_multiplier = 1.58
|
||||
sky = SubResource("Sky_nfcfh")
|
||||
ambient_light_source = 3
|
||||
ambient_light_color = Color(0.551372, 0.345892, 0.321587, 1)
|
||||
ambient_light_sky_contribution = 0.06
|
||||
ambient_light_energy = 0.0
|
||||
glow_enabled = true
|
||||
glow_intensity = 0.37
|
||||
glow_strength = 0.78
|
||||
glow_bloom = 1.0
|
||||
glow_blend_mode = 0
|
||||
volumetric_fog_enabled = true
|
||||
volumetric_fog_density = 0.0049
|
||||
|
||||
[sub_resource type="CameraAttributesPractical" id="CameraAttributesPractical_8nnl3"]
|
||||
dof_blur_far_enabled = true
|
||||
dof_blur_far_distance = 16.33
|
||||
dof_blur_far_transition = -1.0
|
||||
dof_blur_amount = 0.04
|
||||
|
||||
[node name="Overworld" type="Node3D"]
|
||||
script = ExtResource("1_5hmt3")
|
||||
|
||||
@@ -7944,9 +8005,11 @@ skeleton = NodePath("")
|
||||
shape = SubResource("ConcavePolygonShape3D_b53dq")
|
||||
|
||||
[node name="Overworld_makeshift_skybox" type="Node3D" parent="Model"]
|
||||
visible = false
|
||||
|
||||
[node name="SKYBOX" type="MeshInstance3D" parent="Model/Overworld_makeshift_skybox"]
|
||||
transform = Transform3D(-0.405468, 0, 1.16703, 0, 1.47605, 0, -1.16703, 0, -0.405468, -357.203, 584.78, 26.8501)
|
||||
visible = false
|
||||
mesh = SubResource("ArrayMesh_f7iju")
|
||||
skeleton = NodePath("")
|
||||
|
||||
@@ -8278,8 +8341,21 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -13.5815, -2.1779, -3.80354)
|
||||
shape = SubResource("BoxShape3D_b53dq")
|
||||
|
||||
[node name="Ran" parent="." instance=ExtResource("69_g6b7b")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -230.292, 4.34026, 49.3324)
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -230.292, 2.58746, 49.3324)
|
||||
|
||||
[node name="Weapon" parent="Ran" instance=ExtResource("70_r8r3k")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.451996, -1.48021, -8.76553)
|
||||
Stats = ExtResource("71_t71yg")
|
||||
|
||||
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
|
||||
environment = SubResource("Environment_8isf0")
|
||||
camera_attributes = SubResource("CameraAttributesPractical_8nnl3")
|
||||
|
||||
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
|
||||
transform = Transform3D(0.971134, 0.21671, 0.0996753, 0, -0.417867, 0.908508, 0.238533, -0.882284, -0.405805, 0, 0, 0)
|
||||
light_color = Color(0.686483, 0.641012, 0.609096, 1)
|
||||
light_energy = 2.032
|
||||
light_angular_distance = 7.62
|
||||
shadow_enabled = true
|
||||
shadow_blur = 0.154
|
||||
sky_mode = 1
|
||||
|
||||
@@ -3,25 +3,26 @@
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://wp1tfin03jvw"
|
||||
path="res://.godot/imported/bricks_0012_color_1k.jpg-c58bb1a8de58a0f87fac7ce012904291.ctex"
|
||||
path.s3tc="res://.godot/imported/bricks_0012_color_1k.jpg-c58bb1a8de58a0f87fac7ce012904291.s3tc.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://src/map/overworld/Textures/SMALLER1/bricks_0012_color_1k.jpg"
|
||||
dest_files=["res://.godot/imported/bricks_0012_color_1k.jpg-c58bb1a8de58a0f87fac7ce012904291.ctex"]
|
||||
dest_files=["res://.godot/imported/bricks_0012_color_1k.jpg-c58bb1a8de58a0f87fac7ce012904291.s3tc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/mode=2
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
@@ -31,4 +32,4 @@ process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
detect_3d/compress_to=0
|
||||
|
||||
BIN
Zennysoft.Game.Ma/src/map/overworld/cloudscape.png
Normal file
BIN
Zennysoft.Game.Ma/src/map/overworld/cloudscape.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 789 KiB |
34
Zennysoft.Game.Ma/src/map/overworld/cloudscape.png.import
Normal file
34
Zennysoft.Game.Ma/src/map/overworld/cloudscape.png.import
Normal file
@@ -0,0 +1,34 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://c38grr8d22ukg"
|
||||
path="res://.godot/imported/cloudscape.png-29efe3556c41f563b84d4020f8c64613.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://src/map/overworld/cloudscape.png"
|
||||
dest_files=["res://.godot/imported/cloudscape.png-29efe3556c41f563b84d4020f8c64613.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||
Reference in New Issue
Block a user