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shadePieceVis.tres
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[gd_resource type="VisualShader" load_steps=6 format=3 uid="uid://c8wjba5i8bqi6"]
[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_8tkmj"]
parameter_name = "Color"
qualifier = 2
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_5rjjo"]
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_cytkt"]
constant = 1.0
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_is4f0"]
constant = 0.5
[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_qkev5"]
parameter_name = "Emission"
qualifier = 2
[resource]
code = "shader_type spatial;
instance uniform vec4 Color : source_color;
instance uniform vec4 Emission : source_color;
void fragment() {
// ColorParameter:2
vec4 n_out2p0 = Color;
// FloatConstant:3
float n_out3p0 = 0.000000;
// FloatConstant:4
float n_out4p0 = 1.000000;
// FloatConstant:5
float n_out5p0 = 0.500000;
// ColorParameter:6
vec4 n_out6p0 = Emission;
// Output:0
ALBEDO = vec3(n_out2p0.xyz);
METALLIC = n_out3p0;
ROUGHNESS = n_out4p0;
SPECULAR = n_out5p0;
EMISSION = vec3(n_out6p0.xyz);
}
"
graph_offset = Vector2(-353.762, -36.8528)
nodes/fragment/0/position = Vector2(1080, 60)
nodes/fragment/2/node = SubResource("VisualShaderNodeColorParameter_8tkmj")
nodes/fragment/2/position = Vector2(440, 100)
nodes/fragment/3/node = SubResource("VisualShaderNodeFloatConstant_5rjjo")
nodes/fragment/3/position = Vector2(760, 260)
nodes/fragment/4/node = SubResource("VisualShaderNodeFloatConstant_cytkt")
nodes/fragment/4/position = Vector2(760, 400)
nodes/fragment/5/node = SubResource("VisualShaderNodeFloatConstant_is4f0")
nodes/fragment/5/position = Vector2(760, 340)
nodes/fragment/6/node = SubResource("VisualShaderNodeColorParameter_qkev5")
nodes/fragment/6/position = Vector2(400, 300)
nodes/fragment/connections = PackedInt32Array(2, 0, 0, 0, 3, 0, 0, 2, 4, 0, 0, 3, 5, 0, 0, 4, 6, 0, 0, 5)