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Box.tscn
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Box.tscn
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[gd_scene load_steps=4 format=3 uid="uid://cjhef5i5fkw3d"]
[sub_resource type="BoxMesh" id="4"]
[sub_resource type="Shader" id="Shader_3jbq7"]
code = "// NOTE: Shader automatically converted from Godot Engine 4.1.2.stable's StandardMaterial3D.
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable;
uniform float point_size : hint_range(0,128);
uniform float roughness : hint_range(0,1);
uniform sampler2D texture_metallic : hint_default_white,filter_linear_mipmap,repeat_enable;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_roughness_r,filter_linear_mipmap,repeat_enable;
uniform float specular;
uniform float metallic;
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
ALBEDO = albedo.rgb * albedo_tex.rgb;
float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
METALLIC = metallic_tex * metallic;
vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);
float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
SPECULAR = specular;
}
"
[sub_resource type="ShaderMaterial" id="ShaderMaterial_4w5v2"]
render_priority = 0
shader = SubResource("Shader_3jbq7")
shader_parameter/albedo = Color(1, 1, 1, 1)
shader_parameter/point_size = 1.0
shader_parameter/roughness = 1.0
shader_parameter/metallic_texture_channel = null
shader_parameter/specular = 0.5
shader_parameter/metallic = 0.0
shader_parameter/uv1_scale = Vector3(1, 1, 1)
shader_parameter/uv1_offset = Vector3(0, 0, 0)
shader_parameter/uv2_scale = Vector3(1, 1, 1)
shader_parameter/uv2_offset = Vector3(0, 0, 0)
[node name="Box" type="MeshInstance3D"]
transform = Transform3D(0.01, 0, 0, 0, -0.362362, -0.932038, 0, 0.932038, -0.362362, 23.142, 1.798, 0)
mesh = SubResource("4")
surface_material_override/0 = SubResource("ShaderMaterial_4w5v2")