[gd_resource type="ShaderMaterial" load_steps=17 format=2] [ext_resource path="res://assets/all_gbs/textures/M_3w_L2_wall.tga" type="Texture" id=1] [ext_resource path="res://assets/all_gbs/textures/M_3w_L2_ground.tga" type="Texture" id=2] [ext_resource path="res://assets/terrains/square_one_1/FB63BB0E.cache-colormap.png" type="Texture" id=3] [sub_resource type="VisualShaderNodeVectorInterp" id=110] default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 1, 1, 1 ), 2, Vector3( 0.8, 0.8, 0.8 ) ] [sub_resource type="VisualShaderNodeInput" id=111] input_name = "uv" [sub_resource type="VisualShaderNodeVectorOp" id=112] default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 40, 40, 40 ) ] operator = 2 [sub_resource type="VisualShaderNodeVectorDecompose" id=113] [sub_resource type="VisualShaderNodeVectorCompose" id=114] [sub_resource type="VisualShaderNodeTexture" id=102] texture = ExtResource( 3 ) [sub_resource type="VisualShaderNodeTexture" id=103] texture = ExtResource( 2 ) [sub_resource type="VisualShaderNodeVectorInterp" id=104] [sub_resource type="VisualShaderNodeInput" id=108] input_name = "uv" [sub_resource type="VisualShaderNodeVectorOp" id=109] default_input_values = [ 0, Vector3( 0, 0, 0 ), 1, Vector3( 40, 40, 40 ) ] operator = 2 [sub_resource type="VisualShaderNodeInput" id=115] input_name = "normal" [sub_resource type="VisualShaderNodeTexture" id=116] texture = ExtResource( 1 ) [sub_resource type="VisualShader" id=106] code = "shader_type spatial; render_mode cull_disabled, specular_schlick_ggx; uniform sampler2D tex_frg_2; uniform sampler2D tex_frg_3; uniform sampler2D tex_frg_9; void vertex() { // Output:0 } void fragment() { // Texture:2 vec4 tex_frg_2_read = texture(tex_frg_2, UV.xy); vec3 n_out2p0 = tex_frg_2_read.rgb; float n_out2p1 = tex_frg_2_read.a; // Input:5 vec3 n_out5p0 = vec3(UV, 0.0); // VectorOp:6 vec3 n_in6p1 = vec3(40.00000, 40.00000, 40.00000); vec3 n_out6p0 = n_out5p0 * n_in6p1; // Texture:3 vec4 tex_frg_3_read = texture(tex_frg_3, n_out6p0.xy); vec3 n_out3p0 = tex_frg_3_read.rgb; float n_out3p1 = tex_frg_3_read.a; // VectorMix:4 vec3 n_in4p2 = vec3(0.50000, 0.50000, 0.50000); vec3 n_out4p0 = mix(n_out2p0, n_out3p0, n_in4p2); // Input:11 vec3 n_out11p0 = vec3(UV, 0.0); // VectorOp:12 vec3 n_in12p1 = vec3(40.00000, 40.00000, 40.00000); vec3 n_out12p0 = n_out11p0 * n_in12p1; // Texture:9 vec4 tex_frg_9_read = texture(tex_frg_9, n_out12p0.xy); vec3 n_out9p0 = tex_frg_9_read.rgb; float n_out9p1 = tex_frg_9_read.a; // VectorCompose:15 float n_in15p0 = 0.00000; float n_in15p1 = 0.00000; float n_in15p2 = 0.00000; vec3 n_out15p0 = vec3(n_in15p0, n_in15p1, n_in15p2); // VectorMix:10 vec3 n_out10p0 = mix(n_out4p0, n_out9p0, n_out15p0); // Output:0 ALBEDO = n_out10p0; } void light() { // Output:0 } " graph_offset = Vector2( -460, 468.5 ) modes/cull = 2 nodes/fragment/0/position = Vector2( 600, 140 ) nodes/fragment/2/node = SubResource( 102 ) nodes/fragment/2/position = Vector2( -40, 120 ) nodes/fragment/3/node = SubResource( 103 ) nodes/fragment/3/position = Vector2( -40, 360 ) nodes/fragment/4/node = SubResource( 104 ) nodes/fragment/4/position = Vector2( 180, 240 ) nodes/fragment/5/node = SubResource( 108 ) nodes/fragment/5/position = Vector2( -400, 280 ) nodes/fragment/6/node = SubResource( 109 ) nodes/fragment/6/position = Vector2( -220, 340 ) nodes/fragment/8/node = SubResource( 115 ) nodes/fragment/8/position = Vector2( -420, 840 ) nodes/fragment/9/node = SubResource( 116 ) nodes/fragment/9/position = Vector2( 160, 460 ) nodes/fragment/10/node = SubResource( 110 ) nodes/fragment/10/position = Vector2( 460, 500 ) nodes/fragment/11/node = SubResource( 111 ) nodes/fragment/11/position = Vector2( -340, 620 ) nodes/fragment/12/node = SubResource( 112 ) nodes/fragment/12/position = Vector2( -160, 660 ) nodes/fragment/14/node = SubResource( 113 ) nodes/fragment/14/position = Vector2( -180, 840 ) nodes/fragment/15/node = SubResource( 114 ) nodes/fragment/15/position = Vector2( 220, 800 ) nodes/fragment/connections = PoolIntArray( 3, 0, 4, 1, 2, 0, 4, 0, 5, 0, 6, 0, 6, 0, 3, 0, 4, 0, 10, 0, 10, 0, 0, 0, 11, 0, 12, 0, 12, 0, 9, 0, 9, 0, 10, 1, 8, 0, 14, 0, 15, 0, 10, 2 ) [resource] shader = SubResource( 106 )