Added pixellation to gunk1

This commit is contained in:
Rob Kelly 2025-03-02 16:54:22 -07:00
parent 2128203b17
commit d1c15b9f9f
4 changed files with 83 additions and 14 deletions

View File

@ -27,10 +27,11 @@ render_priority = 0
shader = ExtResource("1_euy6e") shader = ExtResource("1_euy6e")
shader_parameter/color_1 = Color(0, 0.03, 0.1, 1) shader_parameter/color_1 = Color(0, 0.03, 0.1, 1)
shader_parameter/color_2 = Color(0, 0.1, 0.3, 1) shader_parameter/color_2 = Color(0, 0.1, 0.3, 1)
shader_parameter/pixellation = 50.0
shader_parameter/roughness = 0.15 shader_parameter/roughness = 0.15
shader_parameter/specular_contribution = 0.2 shader_parameter/specular_contribution = 0.2
shader_parameter/uv_scale = Vector2(8, 8) shader_parameter/uv_scale = Vector2(8, 8)
shader_parameter/time_scale = 0.1 shader_parameter/time_scale = 0.2
shader_parameter/edge_bleed = 0.1 shader_parameter/edge_bleed = 0.1
shader_parameter/gunk_mask = SubResource("CompressedTexture2D_ow0bp") shader_parameter/gunk_mask = SubResource("CompressedTexture2D_ow0bp")
shader_parameter/gunk_noise = SubResource("NoiseTexture3D_d70or") shader_parameter/gunk_noise = SubResource("NoiseTexture3D_d70or")

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View File

@ -3,6 +3,9 @@ render_mode cull_back;
uniform vec4 color_1: source_color = vec4(0.0, 0.03, 0.1, 1.0); uniform vec4 color_1: source_color = vec4(0.0, 0.03, 0.1, 1.0);
uniform vec4 color_2: source_color = vec4(0.0, 0.1, 0.3, 1.0); uniform vec4 color_2: source_color = vec4(0.0, 0.1, 0.3, 1.0);
uniform float pixellation = 700.0;
uniform float roughness: hint_range(0.0, 1.0) = 0.15; uniform float roughness: hint_range(0.0, 1.0) = 0.15;
uniform float specular_contribution = 0.2; uniform float specular_contribution = 0.2;
@ -25,7 +28,7 @@ float hardstep(float value) {
} }
void fragment() { void fragment() {
vec2 local_uv = UV * uv_scale; vec2 local_uv = floor(UV * uv_scale * pixellation) / pixellation;
vec3 uvt = vec3(local_uv.x, local_uv.y, TIME * time_scale); vec3 uvt = vec3(local_uv.x, local_uv.y, TIME * time_scale);
float value = texture(gunk_noise, uvt).r; float value = texture(gunk_noise, uvt).r;
vec4 color = mix(color_1, color_2, value); vec4 color = mix(color_1, color_2, value);