[gd_resource type="ShaderMaterial" load_steps=8 format=3 uid="uid://d3ka0yjhxu5ks"] [ext_resource type="Shader" path="res://src/shaders/frosted_glass.gdshader" id="1_jx055"] [sub_resource type="FastNoiseLite" id="FastNoiseLite_ieey5"] noise_type = 2 fractal_type = 2 [sub_resource type="NoiseTexture2D" id="NoiseTexture2D_7g8ap"] seamless = true as_normal_map = true noise = SubResource("FastNoiseLite_ieey5") [sub_resource type="FastNoiseLite" id="FastNoiseLite_etunr"] noise_type = 2 seed = 1 fractal_type = 2 [sub_resource type="NoiseTexture2D" id="NoiseTexture2D_5huy0"] seamless = true noise = SubResource("FastNoiseLite_etunr") [sub_resource type="FastNoiseLite" id="FastNoiseLite_bxk71"] [sub_resource type="NoiseTexture2D" id="NoiseTexture2D_umhmc"] noise = SubResource("FastNoiseLite_bxk71") [resource] render_priority = 0 shader = ExtResource("1_jx055") shader_parameter/albedo = Color(1, 0.6, 1, 0.34902) shader_parameter/roughness = 0.55 shader_parameter/refraction = 0.0500008 shader_parameter/refraction_texture_channel = Vector4(1, 0, 0, 0) shader_parameter/texture_refraction = SubResource("NoiseTexture2D_5huy0") shader_parameter/normal_strength = 0.200001 shader_parameter/normal_map = SubResource("NoiseTexture2D_7g8ap") shader_parameter/subsurface_scattering_strength = 1.0 shader_parameter/texture_subsurface_scattering = SubResource("NoiseTexture2D_umhmc") shader_parameter/edge_color = Color(0, 0, 0, 1) shader_parameter/surface_contribution = 0.9 shader_parameter/specular_contribution = 20.0 shader_parameter/refraction_contribution = 3.0 shader_parameter/uv1_scale = Vector3(1, 1, 1) shader_parameter/uv1_offset = Vector3(0, 0, 0)