[gd_resource type="ShaderMaterial" load_steps=4 format=3 uid="uid://c5hidbq5gbmr"] [ext_resource type="Shader" path="res://src/shaders/frosted_glass.gdshader" id="1_iki28"] [ext_resource type="Texture2D" uid="uid://c2p2in2p7mjyo" path="res://assets/materials/crystal_noise_normal_map.tres" id="2_cvxma"] [ext_resource type="Texture2D" uid="uid://cx33n4h5mfcdb" path="res://assets/materials/crystal_noise_map.tres" id="3_v8v67"] [resource] render_priority = 0 shader = ExtResource("1_iki28") shader_parameter/albedo = Color(0.5146, 0.62, 0.62, 0.0392157) shader_parameter/roughness = 0.3 shader_parameter/roughness_texture = ExtResource("3_v8v67") shader_parameter/refraction = 0.0100008 shader_parameter/refraction_texture_channel = Vector4(1, 0, 0, 0) shader_parameter/texture_refraction = ExtResource("3_v8v67") shader_parameter/normal_strength = 0.400001 shader_parameter/normal_map = ExtResource("2_cvxma") shader_parameter/subsurface_scattering_strength = 1.0 shader_parameter/texture_subsurface_scattering = ExtResource("3_v8v67") shader_parameter/edge_color = Color(0, 1, 1.2, 1) shader_parameter/surface_contribution = 0.2 shader_parameter/specular_contribution = 0.5 shader_parameter/refraction_contribution = 10.0 shader_parameter/uv1_scale = Vector3(1, 1, 1) shader_parameter/uv1_offset = Vector3(0, 0, 0)