GodotComponentTest/scenes/RandomWalkWorld.tscn

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[gd_scene load_steps=9 format=2]
[ext_resource path="res://scenes/RandomWalkWorld.gd" type="Script" id=1]
[ext_resource path="res://assets/water_diffuse.png" type="Texture" id=2]
[sub_resource type="CylinderMesh" id=7]
top_radius = 0.5
bottom_radius = 0.5
height = 0.1
radial_segments = 6
rings = 1
[sub_resource type="SpatialMaterial" id=8]
render_priority = 1
flags_transparent = true
albedo_color = Color( 1, 1, 1, 0.407843 )
roughness = 0.0
[sub_resource type="PlaneMesh" id=1]
subdivide_width = 24
subdivide_depth = 24
[sub_resource type="Shader" id=2]
code = "shader_type spatial;
uniform vec2 amplitude = vec2(0.01, 0.05);
uniform vec2 frequency = vec2(3.0, 2.5);
uniform vec2 time_factor = vec2(2.0, 3.0);
uniform float beer_factor = 100.01;
uniform float refraction = 0.05;
uniform sampler2D uv_offset_texture : hint_black;
uniform vec2 uv_offset_scale = vec2(0.2, 0.2);
uniform float uv_offset_time_scale = 0.01;
uniform float uv_offset_amplitude = 0.2;
uniform sampler2D texturemap : hint_albedo;
uniform vec2 texture_scale = vec2(8.0, 4.0);
float height(vec2 pos, float time) {
return (amplitude.x * sin(pos.x * frequency.x + time * time_factor.x)) + (amplitude.y * sin(pos.y * frequency.y + time * time_factor.y));
}
void vertex() {
VERTEX.y += height(VERTEX.xz, TIME); // sample the height at the location of our vertex
TANGENT = normalize(vec3(0.0, height(VERTEX.xz + vec2(0.0, 0.2), TIME) - height(VERTEX.xz + vec2(0.0, -0.2), TIME), 0.4));
BINORMAL = normalize(vec3(0.4, height(VERTEX.xz + vec2(0.2, 0.0), TIME) - height(VERTEX.xz + vec2(-0.2, 0.0), TIME ), 0.0));
NORMAL = cross(TANGENT, BINORMAL);
}
void fragment() {
vec2 base_uv_offset = UV * uv_offset_scale; // Determine the UV that we use to look up our DuDv
base_uv_offset += TIME * uv_offset_time_scale;
vec2 texture_based_offset = texture(uv_offset_texture, base_uv_offset).rg; // Get our offset
texture_based_offset = texture_based_offset * 2.0 - 1.0; // Convert from 0.0 <=> 1.0 to -1.0 <=> 1.0
vec2 texture_uv = UV * texture_scale;
texture_uv += uv_offset_amplitude * texture_based_offset;
ALBEDO = texture(texturemap, texture_uv).rgb * 0.5;
METALLIC = 0.0;
ROUGHNESS = 0.5;
//NORMALMAP = texture(normalmap, base_uv_offset).rgb;
//NORMALMAP_DEPTH = 0.2;
if (ALBEDO.r > 0.9 && ALBEDO.g > 0.9 && ALBEDO.b > 0.9) {
ALPHA = 0.9;
} else {
// 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);
}
vec3 ref_normal = normalize( mix(NORMAL,TANGENT * NORMALMAP.x + BINORMAL * NORMALMAP.y + NORMAL * NORMALMAP.z,NORMALMAP_DEPTH) );
vec2 ref_ofs = SCREEN_UV - ref_normal.xy * refraction;
EMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 2.0).rgb * (1.0 - ALPHA);
ALBEDO *= ALPHA;
ALPHA = 1.0;
}"
[sub_resource type="ShaderMaterial" id=3]
shader = SubResource( 2 )
shader_param/amplitude = Vector2( 0.005, 0.005 )
shader_param/frequency = Vector2( 50, 48 )
shader_param/time_factor = Vector2( 7, 8 )
shader_param/beer_factor = 2.0
shader_param/refraction = 0.001
shader_param/uv_offset_scale = Vector2( 0.2, 0.2 )
shader_param/uv_offset_time_scale = 0.1
shader_param/uv_offset_amplitude = 1.2
shader_param/texture_scale = Vector2( 8, 8 )
shader_param/texturemap = ExtResource( 2 )
[sub_resource type="HeightMapShape" id=6]
[node name="World" type="Spatial"]
script = ExtResource( 1 )
generate_flag = true
[node name="Scene" type="Spatial" parent="."]
[node name="Navigation" type="Spatial" parent="."]
[node name="Tiles" type="Spatial" parent="."]
[node name="Highlight" type="MeshInstance" parent="."]
transform = Transform( -1.62921e-07, 0, 1, 0, 1, 0, -1, 0, -1.62921e-07, 0, 0.2, 0 )
cast_shadow = 0
mesh = SubResource( 7 )
material/0 = SubResource( 8 )
[node name="Water" type="MeshInstance" parent="."]
transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, -0.1, 0 )
cast_shadow = 0
mesh = SubResource( 1 )
skeleton = NodePath("../..")
material/0 = SubResource( 3 )
[node name="ClckArea" type="Area" parent="."]
[node name="CollisionShape" type="CollisionShape" parent="ClckArea"]
transform = Transform( 50, 0, 0, 0, 1, 0, 0, 0, 50, 0, 0, 0 )
shape = SubResource( 6 )
[connection signal="input_event" from="ClckArea" to="." method="_on_ClckArea_input_event"]
[connection signal="mouse_entered" from="ClckArea" to="." method="_on_ClckArea_mouse_entered"]
[connection signal="mouse_exited" from="ClckArea" to="." method="_on_ClckArea_mouse_exited"]