[gd_scene load_steps=17 format=2] [ext_resource path="res://rodz_labs_logo.png" type="Texture" id=1] [sub_resource type="CubeMesh" id=1] [sub_resource type="SpatialMaterial" id=2] albedo_texture = ExtResource( 1 ) uv1_scale = Vector3( 3, 2, 1 ) [sub_resource type="CylinderMesh" id=3] [sub_resource type="SpatialMaterial" id=4] albedo_texture = ExtResource( 1 ) uv1_scale = Vector3( 2, 2, 2 ) [sub_resource type="SphereMesh" id=5] radius = 1.5 height = 3.0 radial_segments = 512 rings = 256 [sub_resource type="SpatialMaterial" id=6] albedo_texture = ExtResource( 1 ) [sub_resource type="SpatialMaterial" id=7] albedo_texture = ExtResource( 1 ) uv1_scale = Vector3( 2, 2, 2 ) uv1_offset = Vector3( 0, 0.5, 0 ) [sub_resource type="PrismMesh" id=8] [sub_resource type="SpatialMaterial" id=9] albedo_texture = ExtResource( 1 ) uv1_scale = Vector3( 3, 2, 2 ) [sub_resource type="PlaneMesh" id=10] size = Vector2( 3, 3 ) [sub_resource type="SpatialMaterial" id=11] albedo_texture = ExtResource( 1 ) [sub_resource type="PlaneMesh" id=12] size = Vector2( 12, 12 ) [sub_resource type="SpatialMaterial" id=13] albedo_texture = ExtResource( 1 ) uv1_scale = Vector3( 4, 4, 4 ) [sub_resource type="Shader" id=14] code = "shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx,skip_vertex_transform; uniform vec4 albedo : hint_color; uniform sampler2D texture_albedo : hint_albedo; uniform float specular; uniform float metallic; uniform float roughness : hint_range(0,1); uniform float point_size : hint_range(0,128); uniform sampler2D texture_metallic : hint_white; uniform vec4 metallic_texture_channel; uniform sampler2D texture_roughness : hint_white; uniform vec4 roughness_texture_channel; uniform sampler2D texture_emission : hint_black_albedo; uniform vec4 emission : hint_color; uniform float emission_energy; uniform sampler2D texture_normal : hint_normal; uniform float normal_scale : hint_range(-16,16); uniform sampler2D texture_depth : hint_white; uniform float depth_scale : hint_range(0,1); uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; void vertex() { VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX+NORMAL*depth_scale*(1.0-texture(texture_depth, UV).r), 1.0)).xyz; UV=UV*uv1_scale.xy+uv1_offset.xy; } void fragment() { vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo,base_uv); ALBEDO = albedo.rgb * albedo_tex.rgb; float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel); METALLIC = metallic_tex * metallic; float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel); ROUGHNESS = roughness_tex * roughness; SPECULAR = specular; NORMALMAP = texture(texture_normal,base_uv).rgb; NORMALMAP_DEPTH = normal_scale; vec3 emission_tex = texture(texture_emission,base_uv).rgb; EMISSION = (emission.rgb+emission_tex)*emission_energy; } " [sub_resource type="ShaderMaterial" id=15] shader = SubResource( 14 ) shader_param/albedo = Color( 1, 1, 1, 1 ) shader_param/specular = 0.5 shader_param/metallic = 0.0 shader_param/roughness = 1.0 shader_param/point_size = 1.0 shader_param/metallic_texture_channel = Plane( 1, 0, 0, 0 ) shader_param/roughness_texture_channel = Plane( 1, 0, 0, 0 ) shader_param/emission = Color( 0, 0, 0, 1 ) shader_param/emission_energy = 1.0 shader_param/normal_scale = 1.0 shader_param/depth_scale = null shader_param/uv1_scale = Vector3( 1, 1, 1 ) shader_param/uv1_offset = Vector3( 0, 0, 0 ) shader_param/uv2_scale = Vector3( 1, 1, 1 ) shader_param/uv2_offset = Vector3( 0, 0, 0 ) shader_param/texture_albedo = ExtResource( 1 ) [node name="Objects" type="Spatial"] transform = Transform( -0.685898, 0, 0.727691, 0, 1, 0, -0.727691, 0, -0.685898, 0, 0, 0 ) [node name="Cube" type="MeshInstance" parent="."] visible = false mesh = SubResource( 1 ) material/0 = SubResource( 2 ) [node name="Cylinder" type="MeshInstance" parent="."] visible = false mesh = SubResource( 3 ) material/0 = SubResource( 4 ) [node name="Sphere" type="MeshInstance" parent="."] visible = false mesh = SubResource( 5 ) material/0 = SubResource( 6 ) [node name="Sphere2" type="MeshInstance" parent="."] visible = false mesh = SubResource( 5 ) material/0 = SubResource( 7 ) [node name="Prism" type="MeshInstance" parent="."] visible = false mesh = SubResource( 8 ) material/0 = SubResource( 9 ) [node name="Quad" type="MeshInstance" parent="."] visible = false mesh = SubResource( 10 ) material/0 = SubResource( 11 ) [node name="Plane" type="MeshInstance" parent="."] visible = false mesh = SubResource( 12 ) material/0 = SubResource( 13 ) [node name="SphereTess" type="MeshInstance" parent="."] visible = false mesh = SubResource( 5 ) material/0 = SubResource( 15 )