141 lines
4.1 KiB
Plaintext
141 lines
4.1 KiB
Plaintext
[gd_scene load_steps=15 format=2]
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[ext_resource path="res://material_maker/tools/painter/painter.tscn" type="PackedScene" id=1]
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[ext_resource path="res://material_maker/tools/painter/brush_preview.gd" type="Script" id=2]
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[sub_resource type="SpatialMaterial" id=1]
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albedo_color = Color( 0.25098, 0.25098, 0.25098, 1 )
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[sub_resource type="ProceduralSky" id=2]
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[sub_resource type="Environment" id=3]
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background_mode = 2
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background_sky = SubResource( 2 )
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ambient_light_color = Color( 0.254902, 0.254902, 0.254902, 1 )
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[sub_resource type="World" id=4]
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environment = SubResource( 3 )
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[sub_resource type="SphereMesh" id=5]
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[sub_resource type="SpatialMaterial" id=6]
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metallic = 1.0
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metallic_texture_channel = 2
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roughness_texture_channel = 1
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normal_enabled = true
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normal_scale = 1.0
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ao_enabled = true
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ao_light_affect = 1.0
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ao_on_uv2 = false
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ao_texture_channel = 0
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depth_enabled = true
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depth_scale = 0.04
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depth_deep_parallax = true
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depth_min_layers = 8
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depth_max_layers = 32
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depth_flip_tangent = false
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depth_flip_binormal = false
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uv1_scale = Vector3( 4, 2, 4 )
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uv1_offset = Vector3( 0, 0.5, 0 )
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[sub_resource type="ProceduralSky" id=7]
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sky_energy = 0.75
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[sub_resource type="Environment" id=8]
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background_mode = 2
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background_sky = SubResource( 7 )
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ambient_light_color = Color( 0.0627451, 0.0627451, 0.0627451, 1 )
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tonemap_mode = 2
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[sub_resource type="Shader" id=9]
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code = "shader_type canvas_item;
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uniform sampler2D seams : hint_white;
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uniform sampler2D tex;
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uniform float epsilon = 0.00048828125 ;
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void fragment() {
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vec2 seam_offset = texture(seams, UV).xy-vec2(0.5);
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vec2 uv = UV;//+seam_offset/64.0;
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vec3 color = vec3(0.0);
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color += vec3(-1.0, -1.0, 0.0) * texture(tex, uv+vec2(-epsilon, -epsilon)).rgb;
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color += vec3(0.0, -2.0, 0.0) * texture(tex, uv+vec2(0.0, -epsilon)).rgb;
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color += vec3(1.0, -1.0, 0.0) * texture(tex, uv+vec2(epsilon, -epsilon)).rgb;
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color += vec3(-2.0, 0.0, 0.0) * texture(tex, uv+vec2(-epsilon, 0.0)).rgb;
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color += vec3(2.0, 0.0, 0.0) * texture(tex, uv+vec2(epsilon, 0.0)).rgb;
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color += vec3(-1.0, 1.0, 0.0) * texture(tex, uv+vec2(-epsilon, epsilon)).rgb;
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color += vec3(0.0, 2.0, 0.0) * texture(tex, uv+vec2(0.0, epsilon)).rgb;
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color += vec3(1.0, 1.0, 0.0) * texture(tex, uv+vec2(epsilon, epsilon)).rgb;
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color *= vec3(1.0, -1.0, 0.0);
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//color *= max(0.0, 1.0-4.0*dot(seam_offset, seam_offset));
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color += vec3(0.0, 0.0, -1.0);
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color = normalize(color);
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color *= 0.5;
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color += vec3(0.5, 0.5, 0.5);
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COLOR = vec4(color, 1.0);
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}"
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[sub_resource type="ViewportTexture" id=10]
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[sub_resource type="ViewportTexture" id=11]
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[sub_resource type="ShaderMaterial" id=12]
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shader = SubResource( 9 )
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shader_param/epsilon = 0.0078125
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shader_param/seams = SubResource( 10 )
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shader_param/tex = SubResource( 11 )
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[node name="BrushPreviewGenerator" type="Node"]
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script = ExtResource( 2 )
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background_material = SubResource( 1 )
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[node name="Painter" parent="." instance=ExtResource( 1 )]
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[node name="Viewport" type="Viewport" parent="."]
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size = Vector2( 512, 512 )
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own_world = true
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world = SubResource( 4 )
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transparent_bg = true
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handle_input_locally = false
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msaa = 4
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hdr = false
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render_target_v_flip = true
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render_target_update_mode = 0
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shadow_atlas_size = 1
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__meta__ = {
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"_editor_description_": ""
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}
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[node name="Object" type="MeshInstance" parent="Viewport"]
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mesh = SubResource( 5 )
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material/0 = SubResource( 6 )
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__meta__ = {
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"_editor_description_": ""
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}
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[node name="Camera" type="Camera" parent="Viewport"]
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transform = Transform( -4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, 1.8, 0, 0 )
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environment = SubResource( 8 )
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__meta__ = {
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"_editor_description_": ""
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}
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[node name="DirectionalLight" type="DirectionalLight" parent="Viewport"]
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transform = Transform( 0.5, -0.224144, 0.836516, 0, 0.965926, 0.258819, -0.866025, -0.12941, 0.482963, 0, 0, 0 )
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shadow_enabled = true
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[node name="NormalMap" type="Viewport" parent="."]
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size = Vector2( 512, 512 )
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own_world = true
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transparent_bg = true
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disable_3d = true
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usage = 0
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render_target_v_flip = true
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render_target_clear_mode = 1
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render_target_update_mode = 0
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[node name="Rect" type="ColorRect" parent="NormalMap"]
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material = SubResource( 12 )
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margin_right = 512.0
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margin_bottom = 512.0
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