generated from krampus/template-godot4
Gunk emission
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@ -27,9 +27,11 @@ render_priority = 0
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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_2 = Color(0, 0.1, 0.3, 1)
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shader_parameter/emission_color = Color(0.25, 0.875, 1, 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/specular_contribution = 0.2
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shader_parameter/specular_contribution = 0.8
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shader_parameter/emission_strength = 0.02
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shader_parameter/uv_scale = Vector2(8, 8)
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shader_parameter/time_scale = 0.2
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shader_parameter/edge_bleed = 0.1
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File diff suppressed because one or more lines are too long
@ -1,13 +1,15 @@
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shader_type spatial;
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render_mode cull_back;
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render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx, sss_mode_skin;
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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 vec3 color_1: source_color = vec3(0.0, 0.03, 0.1);
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uniform vec3 color_2: source_color = vec3(0.0, 0.1, 0.3);
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uniform vec3 emission_color: source_color = vec3(0.25, 0.88, 1.0);
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uniform float pixellation = 700.0;
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uniform float pixellation = 50.0;
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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 = 0.8;
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uniform float emission_strength = 0.05;
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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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@ -31,11 +33,11 @@ void fragment() {
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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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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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vec3 color = mix(color_1, color_2, value);
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ALBEDO = color.rgb;
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ROUGHNESS = roughness_mix;
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ROUGHNESS = value * roughness;
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EMISSION = (1.0 - value) * emission_color * emission_strength;
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SPECULAR = 0.5 * inversesqrt(specular_contribution);
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NORMAL_MAP = texture(gunk_normal_map, uvt).xyz;
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