gfolf2/assets/materials/tropical_water.tres

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[gd_resource type="ShaderMaterial" load_steps=5 format=3 uid="uid://drxnue0xsen13"]
[ext_resource type="Shader" path="res://src/shaders/psx_water.gdshader" id="1_sat73"]
[ext_resource type="Texture2D" uid="uid://con5a36t6n6sq" path="res://assets/textures/clear_sea_water_2048x2048.png" id="2_iub32"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_mgjj0"]
fractal_type = 2
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_0xqld"]
in_3d_space = true
seamless = true
noise = SubResource("FastNoiseLite_mgjj0")
[resource]
render_priority = 0
shader = ExtResource("1_sat73")
shader_parameter/albedo = Color(0.427451, 0.917647, 1, 1)
shader_parameter/scroll_speed1 = Vector2(0.04, 0)
shader_parameter/scroll_speed2 = Vector2(-0.02, 0)
shader_parameter/blend_factor = 0.5
shader_parameter/scale1 = Vector2(128, 128)
shader_parameter/scale2 = Vector2(256, 256)
shader_parameter/wave_strength = 0.4
shader_parameter/wave_scale = 0.02
shader_parameter/pixelation_level = 128
shader_parameter/FoamSize = 3.0
shader_parameter/WaterOpacity = 0.9
shader_parameter/FoamGlowIntensity = 0.6
shader_parameter/water_texture1 = ExtResource("2_iub32")
shader_parameter/water_texture2 = ExtResource("2_iub32")
shader_parameter/noise_texture = SubResource("NoiseTexture2D_0xqld")