mirror of
https://github.com/Relintai/material-maker.git
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245 lines
6.1 KiB
Plaintext
245 lines
6.1 KiB
Plaintext
[gd_scene load_steps=8 format=2]
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[ext_resource path="res://test/suzanne.mesh" type="ArrayMesh" id=1]
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[ext_resource path="res://addons/procedural_material/panoramas/park.hdr" type="Texture" id=2]
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[sub_resource type="CubeMesh" id=1]
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custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
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size = Vector3( 2, 2, 2 )
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subdivide_width = 0
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subdivide_height = 0
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subdivide_depth = 0
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[sub_resource type="SpatialMaterial" id=2]
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render_priority = 0
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flags_transparent = false
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flags_unshaded = false
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flags_vertex_lighting = false
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flags_no_depth_test = false
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flags_use_point_size = false
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flags_world_triplanar = false
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flags_fixed_size = false
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flags_albedo_tex_force_srgb = false
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vertex_color_use_as_albedo = false
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vertex_color_is_srgb = false
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params_diffuse_mode = 0
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params_specular_mode = 0
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params_blend_mode = 0
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params_cull_mode = 0
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params_depth_draw_mode = 0
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params_line_width = 1.0
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params_point_size = 1.0
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params_billboard_mode = 0
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params_grow = false
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params_use_alpha_scissor = false
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albedo_color = Color( 1, 1, 1, 1 )
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metallic = 1.0
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metallic_specular = 0.5
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metallic_texture_channel = 0
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roughness = 1.0
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roughness_texture_channel = 0
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emission_enabled = false
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normal_enabled = false
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rim_enabled = false
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clearcoat_enabled = false
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anisotropy_enabled = false
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ao_enabled = false
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depth_enabled = false
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subsurf_scatter_enabled = false
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transmission_enabled = false
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refraction_enabled = false
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detail_enabled = false
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uv1_scale = Vector3( 1, 1, 1 )
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uv1_offset = Vector3( 0, 0, 0 )
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uv1_triplanar = false
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uv1_triplanar_sharpness = 1.0
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uv2_scale = Vector3( 1, 1, 1 )
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uv2_offset = Vector3( 0, 0, 0 )
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uv2_triplanar = false
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uv2_triplanar_sharpness = 1.0
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proximity_fade_enable = false
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distance_fade_enable = false
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_sections_unfolded = [ "Albedo", "Detail" ]
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[sub_resource type="PrismMesh" id=3]
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custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
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left_to_right = 0.5
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size = Vector3( 2, 2, 2 )
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subdivide_width = 0
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subdivide_height = 0
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subdivide_depth = 0
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[sub_resource type="PanoramaSky" id=4]
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radiance_size = 4
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panorama = ExtResource( 2 )
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[sub_resource type="Environment" id=5]
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background_mode = 2
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background_sky = SubResource( 4 )
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background_sky_custom_fov = 0.0
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background_color = Color( 0, 0, 0, 1 )
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background_energy = 1.0
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background_canvas_max_layer = 0
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ambient_light_color = Color( 0, 0, 0, 1 )
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ambient_light_energy = 1.0
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ambient_light_sky_contribution = 1.0
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fog_enabled = false
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fog_color = Color( 0.5, 0.6, 0.7, 1 )
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fog_sun_color = Color( 1, 0.9, 0.7, 1 )
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fog_sun_amount = 0.0
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fog_depth_enabled = true
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fog_depth_begin = 10.0
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fog_depth_curve = 1.0
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fog_transmit_enabled = false
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fog_transmit_curve = 1.0
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fog_height_enabled = false
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fog_height_min = 0.0
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fog_height_max = 100.0
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fog_height_curve = 1.0
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tonemap_mode = 0
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tonemap_exposure = 1.0
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tonemap_white = 1.0
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auto_exposure_enabled = false
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auto_exposure_scale = 0.4
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auto_exposure_min_luma = 0.05
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auto_exposure_max_luma = 8.0
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auto_exposure_speed = 0.5
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ss_reflections_enabled = false
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ss_reflections_max_steps = 64
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ss_reflections_fade_in = 0.15
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ss_reflections_fade_out = 2.0
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ss_reflections_depth_tolerance = 0.2
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ss_reflections_roughness = true
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ssao_enabled = false
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ssao_radius = 1.0
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ssao_intensity = 1.0
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ssao_radius2 = 0.0
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ssao_intensity2 = 1.0
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ssao_bias = 0.01
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ssao_light_affect = 0.0
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ssao_color = Color( 0, 0, 0, 1 )
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ssao_quality = 0
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ssao_blur = 3
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ssao_edge_sharpness = 4.0
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dof_blur_far_enabled = false
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dof_blur_far_distance = 10.0
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dof_blur_far_transition = 5.0
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dof_blur_far_amount = 0.1
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dof_blur_far_quality = 1
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dof_blur_near_enabled = false
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dof_blur_near_distance = 2.0
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dof_blur_near_transition = 1.0
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dof_blur_near_amount = 0.1
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dof_blur_near_quality = 1
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glow_enabled = false
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glow_levels/1 = false
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glow_levels/2 = false
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glow_levels/3 = true
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glow_levels/4 = false
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glow_levels/5 = true
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glow_levels/6 = false
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glow_levels/7 = false
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glow_intensity = 0.8
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glow_strength = 1.0
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glow_bloom = 0.19
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glow_blend_mode = 2
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glow_hdr_threshold = 1.0
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glow_hdr_scale = 2.0
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glow_bicubic_upscale = false
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adjustment_enabled = false
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adjustment_brightness = 1.0
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adjustment_contrast = 1.0
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adjustment_saturation = 1.0
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_sections_unfolded = [ "Background" ]
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[node name="Spatial" type="Spatial" index="0"]
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[node name="Cube" type="MeshInstance" parent="." index="0"]
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layers = 1
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material_override = null
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cast_shadow = 1
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extra_cull_margin = 0.0
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use_in_baked_light = false
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lod_min_distance = 0.0
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lod_min_hysteresis = 0.0
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lod_max_distance = 0.0
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lod_max_hysteresis = 0.0
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mesh = SubResource( 1 )
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skeleton = NodePath("..")
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material/0 = SubResource( 2 )
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_sections_unfolded = [ "material" ]
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[node name="Suzanne" type="MeshInstance" parent="." index="1"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 4, 1, 0 )
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layers = 1
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material_override = null
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cast_shadow = 1
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extra_cull_margin = 0.0
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use_in_baked_light = false
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lod_min_distance = 0.0
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lod_min_hysteresis = 0.0
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lod_max_distance = 0.0
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lod_max_hysteresis = 0.0
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mesh = ExtResource( 1 )
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skeleton = NodePath("..")
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material/0 = null
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_sections_unfolded = [ "material" ]
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[node name="Prism" type="MeshInstance" parent="." index="2"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -4, 0, 0 )
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layers = 1
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material_override = null
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cast_shadow = 1
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extra_cull_margin = 0.0
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use_in_baked_light = false
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lod_min_distance = 0.0
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lod_min_hysteresis = 0.0
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lod_max_distance = 0.0
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lod_max_hysteresis = 0.0
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mesh = SubResource( 3 )
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skeleton = NodePath("..")
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material/0 = SubResource( 2 )
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_sections_unfolded = [ "material" ]
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[node name="WorldEnvironment" type="WorldEnvironment" parent="." index="3"]
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environment = SubResource( 5 )
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[node name="DirectionalLight" type="DirectionalLight" parent="." index="4"]
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transform = Transform( 1, 0, 0, 0, -4.37114e-008, 1, 0, -1, -4.37114e-008, 0, 6, 0 )
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layers = 1
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light_color = Color( 1, 1, 1, 1 )
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light_energy = 1.0
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light_indirect_energy = 1.0
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light_negative = false
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light_specular = 0.5
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light_bake_mode = 1
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light_cull_mask = -1
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shadow_enabled = false
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shadow_color = Color( 0, 0, 0, 1 )
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shadow_bias = 0.1
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shadow_contact = 0.0
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shadow_reverse_cull_face = false
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editor_only = false
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directional_shadow_mode = 2
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directional_shadow_split_1 = 0.1
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directional_shadow_split_2 = 0.2
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directional_shadow_split_3 = 0.5
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directional_shadow_blend_splits = false
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directional_shadow_normal_bias = 0.8
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directional_shadow_bias_split_scale = 0.25
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directional_shadow_depth_range = 0
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directional_shadow_max_distance = 200.0
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_sections_unfolded = [ "Light" ]
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