generated from krampus/template-godot4
Added pixellation to gunk1
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2128203b17
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d1c15b9f9f
@ -27,10 +27,11 @@ render_priority = 0
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shader = ExtResource("1_euy6e")
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shader = ExtResource("1_euy6e")
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shader_parameter/color_1 = Color(0, 0.03, 0.1, 1)
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shader_parameter/color_1 = Color(0, 0.03, 0.1, 1)
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shader_parameter/color_2 = Color(0, 0.1, 0.3, 1)
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shader_parameter/color_2 = Color(0, 0.1, 0.3, 1)
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shader_parameter/pixellation = 50.0
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shader_parameter/roughness = 0.15
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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/specular_contribution = 0.2
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shader_parameter/uv_scale = Vector2(8, 8)
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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/time_scale = 0.2
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shader_parameter/edge_bleed = 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_mask = SubResource("CompressedTexture2D_ow0bp")
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shader_parameter/gunk_noise = SubResource("NoiseTexture3D_d70or")
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shader_parameter/gunk_noise = SubResource("NoiseTexture3D_d70or")
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File diff suppressed because one or more lines are too long
@ -3,6 +3,9 @@ render_mode cull_back;
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uniform vec4 color_1: source_color = vec4(0.0, 0.03, 0.1, 1.0);
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uniform vec4 color_1: source_color = vec4(0.0, 0.03, 0.1, 1.0);
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uniform vec4 color_2: source_color = vec4(0.0, 0.1, 0.3, 1.0);
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uniform vec4 color_2: source_color = vec4(0.0, 0.1, 0.3, 1.0);
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uniform float pixellation = 700.0;
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uniform float roughness: hint_range(0.0, 1.0) = 0.15;
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uniform float roughness: hint_range(0.0, 1.0) = 0.15;
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uniform float specular_contribution = 0.2;
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uniform float specular_contribution = 0.2;
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@ -25,7 +28,7 @@ float hardstep(float value) {
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}
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}
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void fragment() {
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void fragment() {
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vec2 local_uv = UV * uv_scale;
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vec2 local_uv = floor(UV * uv_scale * pixellation) / pixellation;
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vec3 uvt = vec3(local_uv.x, local_uv.y, TIME * time_scale);
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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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float value = texture(gunk_noise, uvt).r;
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vec4 color = mix(color_1, color_2, value);
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vec4 color = mix(color_1, color_2, value);
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