A dungeon delver roguelike using Pathfinder 2nd edition rules
1[gd_scene load_steps=6 format=3 uid="uid://ckavyyqwj6peh"]
2
3[sub_resource type="Shader" id="Shader_5ayyv"]
4code = "// NOTE: Shader automatically converted from Godot Engine 4.4.1.stable's StandardMaterial3D.
5
6shader_type spatial;
7render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx;
8
9uniform vec4 albedo : source_color;
10uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
11uniform ivec2 albedo_texture_size;
12uniform float point_size : hint_range(0.1, 128.0, 0.1);
13
14uniform float roughness : hint_range(0.0, 1.0);
15uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable;
16uniform vec4 metallic_texture_channel;
17uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable;
18
19uniform float specular : hint_range(0.0, 1.0, 0.01);
20uniform float metallic : hint_range(0.0, 1.0, 0.01);
21
22uniform sampler2D texture_emission : source_color, hint_default_black, filter_linear_mipmap, repeat_enable;
23uniform vec4 emission : source_color;
24uniform float emission_energy : hint_range(0.0, 100.0, 0.01);
25
26uniform vec3 uv1_scale;
27uniform vec3 uv1_offset;
28uniform vec3 uv2_scale;
29uniform vec3 uv2_offset;
30
31void vertex() {
32 UV = UV * uv1_scale.xy + uv1_offset.xy;
33 float x = UV.x;
34 float y = UV.y;
35 UV.x = y;
36 UV.y = x;
37}
38
39void fragment() {
40 vec2 base_uv = UV;
41
42 vec4 albedo_tex = texture(texture_albedo, base_uv);
43 ALBEDO = albedo.rgb * albedo_tex.rgb;
44
45 float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel);
46 METALLIC = metallic_tex * metallic;
47 SPECULAR = specular;
48
49 vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
50 float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);
51 ROUGHNESS = roughness_tex * roughness;
52
53 // Emission: Enabled
54 vec3 emission_tex = texture(texture_emission, base_uv).rgb;
55 // Emission Operator: Add
56 EMISSION = (emission.rgb + emission_tex) * emission_energy;
57 ALPHA *= albedo.a * albedo_tex.a;
58}
59"
60
61[sub_resource type="Gradient" id="Gradient_42hn3"]
62colors = PackedColorArray(0, 0, 0, 0, 0, 0, 0, 1)
63
64[sub_resource type="GradientTexture1D" id="GradientTexture1D_4runf"]
65gradient = SubResource("Gradient_42hn3")
66
67[sub_resource type="ShaderMaterial" id="ShaderMaterial_qul5y"]
68render_priority = 0
69shader = SubResource("Shader_5ayyv")
70shader_parameter/albedo = Color(0, 0, 0, 1)
71shader_parameter/texture_albedo = SubResource("GradientTexture1D_4runf")
72shader_parameter/albedo_texture_size = Vector2i(256, 1)
73shader_parameter/point_size = 1.0
74shader_parameter/roughness = 1.0
75shader_parameter/metallic_texture_channel = Vector4(1, 0, 0, 0)
76shader_parameter/specular = 0.5
77shader_parameter/metallic = 0.0
78shader_parameter/emission = Color(0, 0, 0, 1)
79shader_parameter/emission_energy = 1.0
80shader_parameter/uv1_scale = Vector3(1, 1, 1)
81shader_parameter/uv1_offset = Vector3(0, 0, 0)
82shader_parameter/uv2_scale = Vector3(1, 1, 1)
83shader_parameter/uv2_offset = Vector3(0, 0, 0)
84
85[sub_resource type="CylinderMesh" id="CylinderMesh_qul5y"]
86material = SubResource("ShaderMaterial_qul5y")
87cap_top = false
88cap_bottom = false
89
90[node name="CharacterMarker" type="Node3D"]
91
92[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
93transform = Transform3D(1, 0, 0, 0, 0.183774, 0, 0, 0, 1, 0, 0.189356, 0)
94mesh = SubResource("CylinderMesh_qul5y")