project_teddy/shaders/water.tres

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[gd_resource type="ShaderMaterial" load_steps=6 format=3 uid="uid://deer6l7sk1h2v"]
[ext_resource type="Shader" path="res://shaders/water.gdshader" id="1_qlspc"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_a8wtt"]
noise_type = 3
offset = Vector3(-125.94, 2.08167e-08, 2.08167e-08)
fractal_type = 2
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_h6tte"]
seamless = true
as_normal_map = true
bump_strength = 5.0
noise = SubResource("FastNoiseLite_a8wtt")
[sub_resource type="FastNoiseLite" id="FastNoiseLite_16343"]
noise_type = 3
seed = 10
fractal_type = 2
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_uh35s"]
seamless = true
as_normal_map = true
bump_strength = 5.7
noise = SubResource("FastNoiseLite_16343")
[resource]
render_priority = 0
shader = ExtResource("1_qlspc")
shader_parameter/albedo = Color(0, 0.321569, 0.431373, 1)
shader_parameter/metallic = 0.0
shader_parameter/roughness = 0.02
shader_parameter/wave_direction = Vector2(2, 0)
shader_parameter/wave_direction2 = Vector2(0, 1)
shader_parameter/time_scale = 0.025
shader_parameter/texture_normal = SubResource("NoiseTexture2D_h6tte")
shader_parameter/texture_normal2 = SubResource("NoiseTexture2D_uh35s")