A dungeon delver roguelike using Pathfinder 2nd edition rules
at godot 3.4 kB view raw
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")