[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")