giants-godot/realistic_water_shader/water_env.tres

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[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
ground_horizon_color = Color( 0.486275, 0.627451, 0.760784, 1 )
ground_curve = 1.47033
sun_longitude = -157.4
[resource]
background_mode = 2
background_sky = SubResource( 1 )
background_sky_orientation = Basis( -0.536432, 0, -0.843943, 0, 1, 0, 0.843943, 0, -0.536432 )
background_color = Color( 0.337255, 0.541176, 0.733333, 1 )
background_energy = 0.75
fog_color = Color( 0.568627, 0.643137, 0.717647, 1 )
fog_depth_end = 180.0
fog_depth_curve = 2.0
fog_height_enabled = true
fog_height_min = 15.0
fog_height_max = -10.0
fog_height_curve = 5.65682
tonemap_mode = 3
tonemap_exposure = 1.3
tonemap_white = 5.5
ss_reflections_enabled = true
ss_reflections_fade_in = 0.0955923
ss_reflections_fade_out = 0.500001
ssao_enabled = true
ssao_radius = 2.0
ssao_intensity = 2.0
ssao_quality = 2
ssao_blur = 2
dof_blur_far_distance = 80.0
dof_blur_far_transition = 20.0
dof_blur_far_quality = 2
glow_enabled = true
glow_intensity = 0.1
glow_bloom = 0.1
glow_blend_mode = 0
adjustment_enabled = true
adjustment_contrast = 1.1
adjustment_saturation = 0.98