[gd_scene load_steps=7 format=2] [ext_resource path="res://scenes/HexTile3D.tscn" type="PackedScene" id=1] [ext_resource path="res://scenes/HexGrid3DTest.gd" type="Script" id=2] [ext_resource path="res://scenes/DebugCamera.gd" type="Script" id=3] [sub_resource type="PlaneMesh" id=1] size = Vector2( 50, 50 ) [sub_resource type="Shader" id=2] code = "shader_type spatial; uniform float beer_factor = 5.0; void fragment() { // sample our depth buffer float depth = texture(DEPTH_TEXTURE, SCREEN_UV).r; // grab to values //depth = depth * 50.0 - 49.0; // unproject depth depth = depth * 2.0 - 1.0; float z = -PROJECTION_MATRIX[3][2] / (depth + PROJECTION_MATRIX[2][2]); // float x = (SCREEN_UV.x * 2.0 - 1.0) * z / PROJECTION_MATRIX[0][0]; // float y = (SCREEN_UV.y * 2.0 - 1.0) * z / PROJECTION_MATRIX[1][1]; float delta = -(z - VERTEX.z); // z is negative. // delta *= 0.1; // beers law float att = exp(-delta * beer_factor); ALPHA = clamp(1.0 - att, 0.0, 1.0); ALBEDO = vec3(0.0, 0.0, 0.05); }" [sub_resource type="ShaderMaterial" id=3] shader = SubResource( 2 ) shader_param/beer_factor = 5.0 [node name="HexGrid3DTest" type="Spatial"] script = ExtResource( 2 ) [node name="HexTile3D" parent="." instance=ExtResource( 1 )] visible = false [node name="Camera" type="Camera" parent="."] transform = Transform( 1, 0, 0, 0, 0.511698, 0.859165, 0, -0.859165, 0.511698, -1.05655, 3.66248, 10.3074 ) fov = 60.0 script = ExtResource( 3 ) [node name="DirectionalLight" type="DirectionalLight" parent="."] transform = Transform( 0.83729, 0.174005, 0.518332, -0.54676, 0.266466, 0.793757, 0, -0.948008, 0.318248, 0, 8.03448, 0 ) shadow_enabled = true shadow_contact = 1.565 [node name="MeshInstance" type="MeshInstance" parent="."] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.568377, 0.0356998 ) mesh = SubResource( 1 ) material/0 = SubResource( 3 )