some small grass and shader test
This commit is contained in:
BIN
grass/High/High Grass.c4d
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BIN
grass/High/High Grass.c4d
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grass/High/High Grass.fbx
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grass/High/High Grass.fbx
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grass/High/High Grass.fbx.import
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grass/High/High Grass.fbx.import
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8336
grass/High/High Grass.obj
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8336
grass/High/High Grass.obj
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BIN
grass/High/High quality.png
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BIN
grass/High/High quality.png
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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BIN
grass/Low/Low Grass.c4d
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BIN
grass/Low/Low Grass.c4d
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BIN
grass/Low/Low Grass.fbx
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BIN
grass/Low/Low Grass.fbx
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44
grass/Low/Low Grass.fbx.import
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44
grass/Low/Low Grass.fbx.import
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meshes/ensure_tangents=true
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meshes/generate_lods=true
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meshes/create_shadow_meshes=true
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meshes/light_baking=1
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meshes/lightmap_texel_size=0.2
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meshes/force_disable_compression=false
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skins/use_named_skins=true
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animation/import=true
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animation/fps=30
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animation/trimming=true
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2536
grass/Low/Low Grass.obj
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2536
grass/Low/Low Grass.obj
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File diff suppressed because it is too large
Load Diff
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BIN
grass/Low/Low quality.png
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BIN
grass/Low/Low quality.png
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After Width: | Height: | Size: 119 KiB |
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grass/Low/Low quality.png.import
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BIN
grass/Low/Stem.fbx
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grass/Low/Stem.fbx
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nodes/import_as_skeleton_bones=false
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nodes/use_name_suffixes=true
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nodes/use_node_type_suffixes=true
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meshes/ensure_tangents=true
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meshes/generate_lods=true
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meshes/create_shadow_meshes=true
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meshes/light_baking=1
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meshes/force_disable_compression=false
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animation/fps=30
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animation/trimming=true
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animation/remove_immutable_tracks=true
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animation/import_rest_as_RESET=false
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fbx/embedded_image_handling=1
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BIN
grass/Tex/Grass.png
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grass/Tex/Grass.png
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After Width: | Height: | Size: 151 KiB |
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grass/Tex/Grass.png.import
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grass/Tex/Grass.png.import
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mipmaps/generate=false
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process/normal_map_invert_y=false
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38
grass/grass.gdshader
Normal file
38
grass/grass.gdshader
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@@ -0,0 +1,38 @@
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shader_type spatial;
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render_mode cull_disabled;
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uniform vec3 color: source_color;
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uniform vec3 shade: source_color;
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uniform sampler2D noise: source_color;
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uniform float noiseScale = 1.0;
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uniform float windSpeedScale = 1.0;
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uniform float windVertexOffsetScale = 1.0;
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varying vec3 worldPos;
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varying vec3 instance_origin;
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void vertex() {
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worldPos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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instance_origin = MODELVIEW_MATRIX[3].xyz;
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vec2 timeOffset = vec2(TIME/windSpeedScale);
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float noiseLevel = texture(noise, timeOffset + worldPos.xz/noiseScale).r;
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float vertexWindOffset = noiseLevel * worldPos.y * windVertexOffsetScale;
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VERTEX += vec3(1.0, 0.0, 1.0)*vertexWindOffset;
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// billboarding
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// MODELVIEW_MATRIX = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0],INV_VIEW_MATRIX[1],INV_VIEW_MATRIX[2],MODEL_MATRIX[3]);
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}
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void fragment() {
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vec2 timeOffset = vec2(TIME/windSpeedScale);
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float noiseLevel = texture(noise, timeOffset + worldPos.xz/noiseScale).r;
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NORMAL = (VIEW_MATRIX * vec4(0.0, 1.0, 0.0, 0.0)).xyz;
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ALBEDO = mix(color, shade, UV.y) * mix(color, shade, noiseLevel);
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LIGHT_VERTEX = instance_origin;
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}
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void light() {
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float lambert = clamp(dot(NORMAL, LIGHT), 0.0, 1.0);
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float halfLambert = pow(lambert*0.5 + 0.5, 5);
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DIFFUSE_LIGHT += halfLambert * ATTENUATION * LIGHT_COLOR / PI;
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}
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1
grass/grass.gdshader.uid
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1
grass/grass.gdshader.uid
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@@ -0,0 +1 @@
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||||
uid://dkvxju1uruobh
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||||
20
grass/m_grass.tres
Normal file
20
grass/m_grass.tres
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@@ -0,0 +1,20 @@
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[gd_resource type="ShaderMaterial" load_steps=4 format=3 uid="uid://bpfgcchpiq8wr"]
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[ext_resource type="Shader" uid="uid://dkvxju1uruobh" path="res://grass/grass.gdshader" id="1_1atig"]
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_1atig"]
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domain_warp_amplitude = 110.655
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domain_warp_frequency = 0.045
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_wnfha"]
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noise = SubResource("FastNoiseLite_1atig")
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[resource]
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render_priority = 0
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shader = ExtResource("1_1atig")
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shader_parameter/color = Color(0, 0.7518667, 0, 1)
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shader_parameter/shade = Color(0, 0.54901963, 0.34901962, 1)
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shader_parameter/noise = SubResource("NoiseTexture2D_wnfha")
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shader_parameter/noiseScale = 78.52
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shader_parameter/windSpeedScale = 100.0
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||||
shader_parameter/windVertexOffsetScale = 0.126
|
||||
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