generated from krampus/template-godot4
Grunk writhes slowly
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asset_dev/props/monkey.blend1
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asset_dev/props/monkey.blend1
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@ -6,15 +6,20 @@
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[sub_resource type="CompressedTexture2D" id="CompressedTexture2D_ow0bp"]
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load_path = "res://.godot/imported/debug_mask.png-fd2bc783338ed9439fe81a4eef9d86da.s3tc.ctex"
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_txccq"]
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[sub_resource type="NoiseTexture3D" id="NoiseTexture3D_d70or"]
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width = 256
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height = 256
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depth = 32
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seamless = true
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seamless_blend_skirt = 0.5
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noise = ExtResource("2_u4cba")
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_yr68k"]
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invert = true
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[sub_resource type="NoiseTexture3D" id="NoiseTexture3D_0ksu8"]
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width = 256
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height = 256
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depth = 32
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seamless = true
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as_normal_map = true
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bump_strength = 32.0
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seamless_blend_skirt = 0.5
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noise = ExtResource("2_u4cba")
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[resource]
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@ -25,7 +30,8 @@ shader_parameter/color_2 = Color(0, 0.1, 0.3, 1)
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shader_parameter/roughness = 0.15
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shader_parameter/specular_contribution = 0.2
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shader_parameter/uv_scale = Vector2(8, 8)
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shader_parameter/time_scale = 0.1
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shader_parameter/edge_bleed = 0.1
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shader_parameter/gunk_mask = SubResource("CompressedTexture2D_ow0bp")
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shader_parameter/gunk_noise = SubResource("NoiseTexture2D_txccq")
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shader_parameter/gunk_normal_map = SubResource("NoiseTexture2D_yr68k")
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shader_parameter/gunk_noise = SubResource("NoiseTexture3D_d70or")
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shader_parameter/gunk_normal_map = SubResource("NoiseTexture3D_0ksu8")
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@ -9,12 +9,14 @@ uniform float specular_contribution = 0.2;
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// Used ONLY by the gunk, does not affect the gunk mask.
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uniform vec2 uv_scale = vec2(1.0);
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uniform float time_scale = 1.0;
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uniform float edge_bleed = 0.1;
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uniform sampler2D gunk_mask;
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uniform highp sampler2D gunk_noise;
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uniform highp sampler2D gunk_normal_map;
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uniform highp sampler3D gunk_noise;
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uniform highp sampler3D gunk_normal_map;
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float hardstep(float value) {
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@ -24,14 +26,15 @@ float hardstep(float value) {
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void fragment() {
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vec2 local_uv = UV * uv_scale;
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float value = texture(gunk_noise, local_uv).r;
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vec3 uvt = vec3(local_uv.x, local_uv.y, TIME * time_scale);
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float value = texture(gunk_noise, uvt).r;
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vec4 color = mix(color_1, color_2, value);
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float roughness_mix = value * roughness;
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ALBEDO = color.rgb;
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ROUGHNESS = roughness_mix;
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SPECULAR = 0.5 * inversesqrt(specular_contribution);
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NORMAL_MAP = texture(gunk_normal_map, local_uv).xyz;
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NORMAL_MAP = texture(gunk_normal_map, uvt).xyz;
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float mask = texture(gunk_mask, UV).r;
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