Fix merge

This commit is contained in:
2025-09-26 14:13:13 -07:00
parent 9107b8c570
commit 9f26b5fda7
8 changed files with 64 additions and 89 deletions
@@ -1,8 +1,7 @@
[gd_scene load_steps=69 format=4 uid="uid://cypdcaqeylnwl"]
[gd_scene load_steps=68 format=4 uid="uid://cypdcaqeylnwl"]
[ext_resource type="Script" uid="uid://dhollu4j3pynq" path="res://src/map/dungeon/code/MonsterRoom.cs" id="1_h7qp4"]
[ext_resource type="Texture2D" uid="uid://c2vcstahhon0o" path="res://src/map/dungeon/models/Outdated/Set B/27. Water Room B/27_A2_WATER_ROOM_B_flowers-in-water.png" id="3_nwdhf"]
[ext_resource type="Texture2D" uid="uid://c3hcmpwhns38f" path="res://src/map/dungeon/models/Outdated/Set B/27. Water Room B/27_A2_WATER_ROOM_B_AREA_2_MAIN_STON2E.png" id="4_h7qp4"]
[ext_resource type="Texture2D" uid="uid://cphyqhrudnton" path="res://src/map/dungeon/models/Outdated/Set B/27. Water Room B/27_A2_WATER_ROOM_B_area_2_big_tile.png" id="5_vsl56"]
[ext_resource type="Texture2D" uid="uid://cqd1qqc28psh8" path="res://src/map/dungeon/models/Outdated/Set B/27. Water Room B/27_A2_WATER_ROOM_B_lime_hand_relief.png" id="6_pku0v"]
[ext_resource type="Texture2D" uid="uid://cseobmoqboh4x" path="res://src/map/dungeon/models/Outdated/Set B/27. Water Room B/27_A2_WATER_ROOM_B_STONE_PANEL_AREA2png.png" id="7_6kmoo"]
@@ -65,7 +64,6 @@ shadow_mesh = SubResource("ArrayMesh_ml72x")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1sadb"]
resource_name = "AREA 2 DARKER"
transparency = 4
albedo_texture = ExtResource("4_h7qp4")
texture_filter = 2
[sub_resource type="ArrayMesh" id="ArrayMesh_6o2uv"]
@@ -411,23 +409,49 @@ shadow_mesh = SubResource("ArrayMesh_tthqj")
[sub_resource type="ShaderMaterial" id="ShaderMaterial_nwdhf"]
render_priority = 0
shader = ExtResource("14_h7qp4")
shader_parameter/surfacecolour = Color(0, 0, 0, 1)
shader_parameter/volumecolour = Color(0, 0, 0, 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/normalstrength = 1.0
shader_parameter/heightstrength = 0.12
shader_parameter/refrationamount = 0.0
shader_parameter/fog_underwater = false
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
shader_parameter/wave_1 = Vector4(0.3, 4, 0.2, 0.6)
shader_parameter/wave_2 = Vector4(-0.26, -0.19, 0.01, 0.47)
shader_parameter/wave_3 = Vector4(-7.67, 5.63, 0.1, 0.38)
shader_parameter/wave_4 = Vector4(-0.42, -1.63, 0.1, 0.28)
shader_parameter/wave_5 = Vector4(1.66, 0.07, 0.15, 1.81)
shader_parameter/wave_6 = Vector4(1.2, 1.14, 0.01, 0.33)
shader_parameter/wave_7 = Vector4(-1.6, 7.3, 0.11, 0.73)
shader_parameter/wave_8 = Vector4(-0.42, -1.63, 0.15, 1.52)
shader_parameter/time_factor = 2.5
shader_parameter/noise_zoom = 2.0
shader_parameter/noise_amp = 1.0
shader_parameter/base_water_color = Color(0, 0, 0, 1)
shader_parameter/fresnel_water_color = Color(0, 0, 0, 1)
shader_parameter/deep_water_color = Color(0, 0, 0, 1)
shader_parameter/shallow_water_color = Color(0, 0, 0, 1)
shader_parameter/beers_law = 0.5
shader_parameter/depth_offset = -1.2
shader_parameter/near = 7.0
shader_parameter/far = 10000.0
shader_parameter/edge_texture_scale = 3.5
shader_parameter/edge_texture_offset = 1.0
shader_parameter/edge_texture_speed = 0.1
shader_parameter/edge_foam_intensity = 2.0
shader_parameter/edge_fade_start = -3.0
shader_parameter/edge_fade_end = 6.6
shader_parameter/peak_height_threshold = 1.0
shader_parameter/peak_color = Vector3(1, 1, 1)
shader_parameter/peak_intensity = 1.0
shader_parameter/foam_intensity = 1.0
shader_parameter/foam_scale = 1.0
shader_parameter/metallic = 0.6
shader_parameter/roughness = 0.045
shader_parameter/uv_scale_text_a = 0.1
shader_parameter/uv_speed_text_a = Vector2(0.42, 0.3)
shader_parameter/uv_scale_text_b = 0.6
shader_parameter/uv_speed_text_b = Vector2(0.15, 0.1)
shader_parameter/normal_strength = 1.0
shader_parameter/uv_sampler_scale = 0.3
shader_parameter/blend_factor = 0.28
shader_parameter/perturbation_strength = 1.0
shader_parameter/perturbation_time = 0.3
shader_parameter/num_caustic_layers = 16.0
shader_parameter/caustic_distortion_strength = 0.001
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_b8mbh"]
resource_name = "Material.002"