-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathSpace2.tres
161 lines (115 loc) · 5.66 KB
/
Space2.tres
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
[gd_resource type="VisualShader" load_steps=21 format=3 uid="uid://lsjimcyp65jt"]
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_5poog"]
input_name = "vertex"
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_l0bg8"]
input_name = "normal"
[sub_resource type="VisualShaderNodeTransformVecMult" id="VisualShaderNodeTransformVecMult_uynta"]
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_swiol"]
input_name = "inv_projection_matrix"
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_ph8ew"]
output_port_for_preview = 0
operator = 2
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_nfsid"]
input_name = "inv_view_matrix"
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_h3mkt"]
constant = 1.0
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_t6lcx"]
input_name = "uv"
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_3klp6"]
input_name = "front_facing"
[sub_resource type="VisualShaderNodeMix" id="VisualShaderNodeMix_36dck"]
default_input_values = [0, 1.0, 1, 1.0, 2, 0.5]
[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_5s8lr"]
function = 31
[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_gdc4c"]
parameter_name = "FloatParameter"
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_dsrw5"]
[sub_resource type="VisualShaderNodeBooleanConstant" id="VisualShaderNodeBooleanConstant_kgg44"]
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_euf55"]
constant = 1.0
[sub_resource type="VisualShaderNodeTransformVecMult" id="VisualShaderNodeTransformVecMult_jyh4i"]
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_o7vks"]
input_name = "normal"
[sub_resource type="VisualShaderNodeVaryingSetter" id="VisualShaderNodeVaryingSetter_gxgjj"]
varying_name = "Normal"
varying_type = 4
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_rufch"]
input_name = "model_matrix"
[sub_resource type="VisualShaderNodeTransformVecMult" id="VisualShaderNodeTransformVecMult_0uviq"]
[resource]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_toon, specular_schlick_ggx, unshaded;
// Varyings
varying vec3 var_Normal;
void vertex() {
// Input:2
vec3 n_out2p0 = NORMAL;
// VaryingSetter:3
var_Normal = n_out2p0;
}
void fragment() {
// Input:32
bool n_out32p0 = FRONT_FACING;
// FloatFunc:34
float n_out34p0 = 1.0 - (n_out32p0 ? 1.0 : 0.0);
// BooleanConstant:37
bool n_out37p0 = false;
// Mix:33
float n_out33p0 = mix(n_out34p0, (n_out32p0 ? 1.0 : 0.0), (n_out37p0 ? 1.0 : 0.0));
// FloatConstant:36
float n_out36p0 = 0.000000;
// FloatConstant:38
float n_out38p0 = 1.000000;
// Output:0
ALPHA = n_out33p0;
ROUGHNESS = n_out36p0;
RIM = n_out38p0;
}
"
modes/cull = 2
modes/diffuse = 3
flags/unshaded = true
varyings/Normal = "0,4"
nodes/vertex/2/node = SubResource("VisualShaderNodeInput_o7vks")
nodes/vertex/2/position = Vector2(-560, 420)
nodes/vertex/3/node = SubResource("VisualShaderNodeVaryingSetter_gxgjj")
nodes/vertex/3/position = Vector2(-160, 500)
nodes/vertex/4/node = SubResource("VisualShaderNodeInput_rufch")
nodes/vertex/4/position = Vector2(-500, 320)
nodes/vertex/5/node = SubResource("VisualShaderNodeTransformVecMult_0uviq")
nodes/vertex/5/position = Vector2(-161.623, 346.964)
nodes/vertex/connections = PackedInt32Array(4, 0, 5, 0, 2, 0, 5, 1, 2, 0, 3, 0)
nodes/fragment/0/position = Vector2(1960, -280)
nodes/fragment/2/node = SubResource("VisualShaderNodeInput_5poog")
nodes/fragment/2/position = Vector2(-500, -80)
nodes/fragment/3/node = SubResource("VisualShaderNodeInput_nfsid")
nodes/fragment/3/position = Vector2(-460, -220)
nodes/fragment/4/node = SubResource("VisualShaderNodeTransformVecMult_jyh4i")
nodes/fragment/4/position = Vector2(-40, -220)
nodes/fragment/25/node = SubResource("VisualShaderNodeInput_l0bg8")
nodes/fragment/25/position = Vector2(-3780, -40)
nodes/fragment/26/node = SubResource("VisualShaderNodeTransformVecMult_uynta")
nodes/fragment/26/position = Vector2(-3320, -80)
nodes/fragment/27/node = SubResource("VisualShaderNodeInput_swiol")
nodes/fragment/27/position = Vector2(-3740, -160)
nodes/fragment/29/node = SubResource("VisualShaderNodeVectorOp_ph8ew")
nodes/fragment/29/position = Vector2(440, -220)
nodes/fragment/30/node = SubResource("VisualShaderNodeFloatConstant_h3mkt")
nodes/fragment/30/position = Vector2(0, 40)
nodes/fragment/31/node = SubResource("VisualShaderNodeInput_t6lcx")
nodes/fragment/31/position = Vector2(480, -400)
nodes/fragment/32/node = SubResource("VisualShaderNodeInput_3klp6")
nodes/fragment/32/position = Vector2(760, -220)
nodes/fragment/33/node = SubResource("VisualShaderNodeMix_36dck")
nodes/fragment/33/position = Vector2(1420, -240)
nodes/fragment/34/node = SubResource("VisualShaderNodeFloatFunc_5s8lr")
nodes/fragment/34/position = Vector2(1120, -320)
nodes/fragment/35/node = SubResource("VisualShaderNodeFloatParameter_gdc4c")
nodes/fragment/35/position = Vector2(1000, 160)
nodes/fragment/36/node = SubResource("VisualShaderNodeFloatConstant_dsrw5")
nodes/fragment/36/position = Vector2(1460, 40)
nodes/fragment/37/node = SubResource("VisualShaderNodeBooleanConstant_kgg44")
nodes/fragment/37/position = Vector2(960, 40)
nodes/fragment/38/node = SubResource("VisualShaderNodeFloatConstant_euf55")
nodes/fragment/38/position = Vector2(1440, 200)
nodes/fragment/connections = PackedInt32Array(3, 0, 4, 0, 2, 0, 4, 1, 27, 0, 26, 0, 25, 0, 26, 1, 30, 0, 29, 1, 2, 0, 29, 0, 32, 0, 34, 0, 33, 0, 0, 1, 32, 0, 33, 1, 34, 0, 33, 0, 37, 0, 33, 2, 36, 0, 0, 3, 38, 0, 0, 11)