Grunk writhes slowly

This commit is contained in:
Rob Kelly 2025-03-02 14:57:24 -07:00
parent f1a9feca39
commit a89f7e24c5
6 changed files with 1055 additions and 1030 deletions

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@ -6,15 +6,20 @@
[sub_resource type="CompressedTexture2D" id="CompressedTexture2D_ow0bp"]
load_path = "res://.godot/imported/debug_mask.png-fd2bc783338ed9439fe81a4eef9d86da.s3tc.ctex"
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_txccq"]
[sub_resource type="NoiseTexture3D" id="NoiseTexture3D_d70or"]
width = 256
height = 256
depth = 32
seamless = true
seamless_blend_skirt = 0.5
noise = ExtResource("2_u4cba")
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_yr68k"]
invert = true
[sub_resource type="NoiseTexture3D" id="NoiseTexture3D_0ksu8"]
width = 256
height = 256
depth = 32
seamless = true
as_normal_map = true
bump_strength = 32.0
seamless_blend_skirt = 0.5
noise = ExtResource("2_u4cba")
[resource]
@ -25,7 +30,8 @@ shader_parameter/color_2 = Color(0, 0.1, 0.3, 1)
shader_parameter/roughness = 0.15
shader_parameter/specular_contribution = 0.2
shader_parameter/uv_scale = Vector2(8, 8)
shader_parameter/time_scale = 0.1
shader_parameter/edge_bleed = 0.1
shader_parameter/gunk_mask = SubResource("CompressedTexture2D_ow0bp")
shader_parameter/gunk_noise = SubResource("NoiseTexture2D_txccq")
shader_parameter/gunk_normal_map = SubResource("NoiseTexture2D_yr68k")
shader_parameter/gunk_noise = SubResource("NoiseTexture3D_d70or")
shader_parameter/gunk_normal_map = SubResource("NoiseTexture3D_0ksu8")

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@ -9,12 +9,14 @@ uniform float specular_contribution = 0.2;
// Used ONLY by the gunk, does not affect the gunk mask.
uniform vec2 uv_scale = vec2(1.0);
uniform float time_scale = 1.0;
uniform float edge_bleed = 0.1;
uniform sampler2D gunk_mask;
uniform highp sampler2D gunk_noise;
uniform highp sampler2D gunk_normal_map;
uniform highp sampler3D gunk_noise;
uniform highp sampler3D gunk_normal_map;
float hardstep(float value) {
@ -24,14 +26,15 @@ float hardstep(float value) {
void fragment() {
vec2 local_uv = UV * uv_scale;
float value = texture(gunk_noise, local_uv).r;
vec3 uvt = vec3(local_uv.x, local_uv.y, TIME * time_scale);
float value = texture(gunk_noise, uvt).r;
vec4 color = mix(color_1, color_2, value);
float roughness_mix = value * roughness;
ALBEDO = color.rgb;
ROUGHNESS = roughness_mix;
SPECULAR = 0.5 * inversesqrt(specular_contribution);
NORMAL_MAP = texture(gunk_normal_map, local_uv).xyz;
NORMAL_MAP = texture(gunk_normal_map, uvt).xyz;
float mask = texture(gunk_mask, UV).r;