Added body parts

This commit is contained in:
Segey Lapin
2021-10-26 22:07:38 +03:00
parent 3a1eaa721e
commit 635974263f
119 changed files with 131001 additions and 0 deletions

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scenes/hair/female-hair1.gltf Normal file

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[gd_scene load_steps=12 format=2]
[ext_resource path="res://scenes/hair/female-hair1.gltf" type="PackedScene" id=1]
[ext_resource path="res://scenes/hair/hair-control.gd" type="Script" id=2]
[sub_resource type="AnimationNodeAnimation" id=1]
animation = "hair_down"
[sub_resource type="AnimationNodeAnimation" id=2]
animation = "hair_down"
[sub_resource type="AnimationNodeAnimation" id=3]
animation = "hair_up"
[sub_resource type="AnimationNodeAnimation" id=4]
animation = "hair_front"
[sub_resource type="AnimationNodeAnimation" id=5]
animation = "hair_back"
[sub_resource type="AnimationNodeBlendSpace2D" id=6]
blend_point_0/node = SubResource( 1 )
blend_point_0/pos = Vector2( 0, 0 )
blend_point_1/node = SubResource( 2 )
blend_point_1/pos = Vector2( 0, -1 )
blend_point_2/node = SubResource( 3 )
blend_point_2/pos = Vector2( 0, 1 )
blend_point_3/node = SubResource( 4 )
blend_point_3/pos = Vector2( 1, 0 )
blend_point_4/node = SubResource( 5 )
blend_point_4/pos = Vector2( -1, 0 )
[sub_resource type="AnimationNodeAnimation" id=7]
animation = "hair_left"
[sub_resource type="AnimationNodeAnimation" id=8]
animation = "hair_right"
[sub_resource type="AnimationNodeBlendSpace1D" id=9]
blend_point_0/node = SubResource( 6 )
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blend_point_1/node = SubResource( 7 )
blend_point_1/pos = -1.0
blend_point_2/node = SubResource( 8 )
blend_point_2/pos = 1.0
[node name="female-hair1" instance=ExtResource( 1 )]
script = ExtResource( 2 )
[node name="Skeleton" parent="skeleton" index="0" groups=[
"hair",
]]
[node name="AnimationTree" type="AnimationTree" parent="." index="4" groups=[
"hair",
]]
tree_root = SubResource( 9 )
anim_player = NodePath("../AnimationPlayer")
active = true
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scenes/hair/female-hair2.gltf Normal file

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[ext_resource path="res://scenes/hair/female-hair2.gltf" type="PackedScene" id=1]
[node name="female-hair2" instance=ExtResource( 1 )]

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extends Spatial
func _process(delta):
# if !$skeleton/Skeleton.has_node("cap"):
var g = Vector3(0, -1, 0)
var p = global_transform
p.origin = Vector3()
var dg = p.xform_inv(g)
$AnimationTree["parameters/0/blend_position"] = Vector2(-dg.z, dg.y)
$AnimationTree["parameters/blend_position"] = dg.x

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scenes/hair/hair0.tres Normal file
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[gd_resource type="ShaderMaterial" load_steps=5 format=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_01.png" type="Texture" id=1]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_nml.png" type="Texture" id=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_spe.png" type="Texture" id=3]
[sub_resource type="Shader" id=1]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float alpha_scissor_threshold;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
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 vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
METALLIC = metallic;
ROUGHNESS = 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;
ALPHA = albedo.a * albedo_tex.a;
ALPHA_SCISSOR=alpha_scissor_threshold;
}
"
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shader = SubResource( 1 )
shader_param/albedo = Color( 0, 0, 0, 1 )
shader_param/specular = 0.5
shader_param/metallic = 0.0
shader_param/alpha_scissor_threshold = 0.5
shader_param/roughness = 0.5
shader_param/point_size = 1.0
shader_param/emission = Color( 0, 0, 0, 1 )
shader_param/emission_energy = 0.2
shader_param/normal_scale = 1.0
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 )
shader_param/texture_emission = ExtResource( 3 )
shader_param/texture_normal = ExtResource( 2 )

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scenes/hair/hair1.tres Normal file
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[ext_resource path="res://scenes/hair/F00_000_Hair_00_01.png" type="Texture" id=1]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_nml.png" type="Texture" id=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_spe.png" type="Texture" id=3]
[sub_resource type="Shader" id=1]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float alpha_scissor_threshold;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
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 vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
METALLIC = metallic;
ROUGHNESS = 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;
ALPHA = albedo.a * albedo_tex.a;
ALPHA_SCISSOR=alpha_scissor_threshold;
}
"
[resource]
shader = SubResource( 1 )
shader_param/albedo = Color( 0.454902, 0.454902, 0.454902, 1 )
shader_param/specular = 0.5
shader_param/metallic = 0.0
shader_param/alpha_scissor_threshold = 0.5
shader_param/roughness = 0.5
shader_param/point_size = 1.0
shader_param/emission = Color( 0, 0, 0, 1 )
shader_param/emission_energy = 0.2
shader_param/normal_scale = 1.0
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 )
shader_param/texture_emission = ExtResource( 3 )
shader_param/texture_normal = ExtResource( 2 )

69
scenes/hair/hair10.tres Normal file
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[gd_resource type="ShaderMaterial" load_steps=5 format=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_01.png" type="Texture" id=1]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_spe.png" type="Texture" id=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_nml.png" type="Texture" id=3]
[sub_resource type="Shader" id=1]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float alpha_scissor_threshold;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
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 vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
METALLIC = metallic;
ROUGHNESS = 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;
ALPHA = albedo.a * albedo_tex.a;
ALPHA_SCISSOR=alpha_scissor_threshold;
}
"
[resource]
shader = SubResource( 1 )
shader_param/albedo = Color( 0, 0, 0, 1 )
shader_param/specular = 0.1
shader_param/metallic = 0.0
shader_param/alpha_scissor_threshold = 0.5
shader_param/roughness = 0.736
shader_param/point_size = 1.0
shader_param/emission = Color( 0.0588235, 0.054902, 0.054902, 1 )
shader_param/emission_energy = 0.15
shader_param/normal_scale = 1.0
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 )
shader_param/texture_emission = ExtResource( 2 )
shader_param/texture_normal = ExtResource( 3 )

69
scenes/hair/hair11.tres Normal file
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[gd_resource type="ShaderMaterial" load_steps=5 format=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_01.png" type="Texture" id=1]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_spe.png" type="Texture" id=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_nml.png" type="Texture" id=3]
[sub_resource type="Shader" id=1]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float alpha_scissor_threshold;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
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 vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
METALLIC = metallic;
ROUGHNESS = 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;
ALPHA = albedo.a * albedo_tex.a;
ALPHA_SCISSOR=alpha_scissor_threshold;
}
"
[resource]
shader = SubResource( 1 )
shader_param/albedo = Color( 0.0196078, 0.298039, 0.101961, 1 )
shader_param/specular = 0.1
shader_param/metallic = 0.0
shader_param/alpha_scissor_threshold = 0.5
shader_param/roughness = 0.736
shader_param/point_size = 1.0
shader_param/emission = Color( 0.0627451, 0.141176, 0.0745098, 1 )
shader_param/emission_energy = 0.15
shader_param/normal_scale = 1.0
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 )
shader_param/texture_emission = ExtResource( 2 )
shader_param/texture_normal = ExtResource( 3 )

69
scenes/hair/hair12.tres Normal file
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[gd_resource type="ShaderMaterial" load_steps=5 format=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_01.png" type="Texture" id=1]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_spe.png" type="Texture" id=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_nml.png" type="Texture" id=3]
[sub_resource type="Shader" id=1]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float alpha_scissor_threshold;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
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 vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
METALLIC = metallic;
ROUGHNESS = 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;
ALPHA = albedo.a * albedo_tex.a;
ALPHA_SCISSOR=alpha_scissor_threshold;
}
"
[resource]
shader = SubResource( 1 )
shader_param/albedo = Color( 0.490196, 0.164706, 0.172549, 1 )
shader_param/specular = 0.1
shader_param/metallic = 0.0
shader_param/alpha_scissor_threshold = 0.5
shader_param/roughness = 0.736
shader_param/point_size = 1.0
shader_param/emission = Color( 0.337255, 0, 0, 1 )
shader_param/emission_energy = 0.15
shader_param/normal_scale = 1.0
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 )
shader_param/texture_emission = ExtResource( 2 )
shader_param/texture_normal = ExtResource( 3 )

69
scenes/hair/hair13.tres Normal file
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[gd_resource type="ShaderMaterial" load_steps=5 format=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_01.png" type="Texture" id=1]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_spe.png" type="Texture" id=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_nml.png" type="Texture" id=3]
[sub_resource type="Shader" id=1]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float alpha_scissor_threshold;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
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 vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
METALLIC = metallic;
ROUGHNESS = 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;
ALPHA = albedo.a * albedo_tex.a;
ALPHA_SCISSOR=alpha_scissor_threshold;
}
"
[resource]
shader = SubResource( 1 )
shader_param/albedo = Color( 0.462745, 0.462745, 0.462745, 1 )
shader_param/specular = 0.1
shader_param/metallic = 0.0
shader_param/alpha_scissor_threshold = 0.5
shader_param/roughness = 0.736
shader_param/point_size = 1.0
shader_param/emission = Color( 0, 0, 0, 1 )
shader_param/emission_energy = 0.15
shader_param/normal_scale = 1.0
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 )
shader_param/texture_emission = ExtResource( 2 )
shader_param/texture_normal = ExtResource( 3 )

69
scenes/hair/hair14.tres Normal file
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[gd_resource type="ShaderMaterial" load_steps=5 format=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_01.png" type="Texture" id=1]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_spe.png" type="Texture" id=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_nml.png" type="Texture" id=3]
[sub_resource type="Shader" id=1]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float alpha_scissor_threshold;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
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 vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
METALLIC = metallic;
ROUGHNESS = 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;
ALPHA = albedo.a * albedo_tex.a;
ALPHA_SCISSOR=alpha_scissor_threshold;
}
"
[resource]
shader = SubResource( 1 )
shader_param/albedo = Color( 0.298039, 0, 0, 1 )
shader_param/specular = 0.1
shader_param/metallic = 0.0
shader_param/alpha_scissor_threshold = 0.5
shader_param/roughness = 0.736
shader_param/point_size = 1.0
shader_param/emission = Color( 0.2, 0.0352941, 0.258824, 1 )
shader_param/emission_energy = 0.15
shader_param/normal_scale = 1.0
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 )
shader_param/texture_emission = ExtResource( 2 )
shader_param/texture_normal = ExtResource( 3 )

69
scenes/hair/hair15.tres Normal file
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[gd_resource type="ShaderMaterial" load_steps=5 format=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_01.png" type="Texture" id=1]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_spe.png" type="Texture" id=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_nml.png" type="Texture" id=3]
[sub_resource type="Shader" id=1]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float alpha_scissor_threshold;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
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 vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
METALLIC = metallic;
ROUGHNESS = 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;
ALPHA = albedo.a * albedo_tex.a;
ALPHA_SCISSOR=alpha_scissor_threshold;
}
"
[resource]
shader = SubResource( 1 )
shader_param/albedo = Color( 0.0823529, 0.333333, 0.309804, 1 )
shader_param/specular = 0.1
shader_param/metallic = 0.0
shader_param/alpha_scissor_threshold = 0.5
shader_param/roughness = 0.736
shader_param/point_size = 1.0
shader_param/emission = Color( 0.317647, 0.12549, 0.388235, 1 )
shader_param/emission_energy = 0.15
shader_param/normal_scale = 1.0
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 )
shader_param/texture_emission = ExtResource( 2 )
shader_param/texture_normal = ExtResource( 3 )

69
scenes/hair/hair2.tres Normal file
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[gd_resource type="ShaderMaterial" load_steps=5 format=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_01.png" type="Texture" id=1]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_nml.png" type="Texture" id=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_spe.png" type="Texture" id=3]
[sub_resource type="Shader" id=1]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float alpha_scissor_threshold;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
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 vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
METALLIC = metallic;
ROUGHNESS = 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;
ALPHA = albedo.a * albedo_tex.a;
ALPHA_SCISSOR=alpha_scissor_threshold;
}
"
[resource]
shader = SubResource( 1 )
shader_param/albedo = Color( 0.329412, 0, 0, 1 )
shader_param/specular = 0.5
shader_param/metallic = 0.0
shader_param/alpha_scissor_threshold = 0.5
shader_param/roughness = 0.5
shader_param/point_size = 1.0
shader_param/emission = Color( 0, 0, 0, 1 )
shader_param/emission_energy = 0.15
shader_param/normal_scale = 1.0
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 )
shader_param/texture_emission = ExtResource( 3 )
shader_param/texture_normal = ExtResource( 2 )

69
scenes/hair/hair3.tres Normal file
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[gd_resource type="ShaderMaterial" load_steps=5 format=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_01.png" type="Texture" id=1]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_nml.png" type="Texture" id=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_spe.png" type="Texture" id=3]
[sub_resource type="Shader" id=1]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float alpha_scissor_threshold;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
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 vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
METALLIC = metallic;
ROUGHNESS = 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;
ALPHA = albedo.a * albedo_tex.a;
ALPHA_SCISSOR=alpha_scissor_threshold;
}
"
[resource]
shader = SubResource( 1 )
shader_param/albedo = Color( 0.188235, 0, 0, 1 )
shader_param/specular = 0.5
shader_param/metallic = 0.0
shader_param/alpha_scissor_threshold = 0.5
shader_param/roughness = 0.5
shader_param/point_size = 1.0
shader_param/emission = Color( 0, 0, 0, 1 )
shader_param/emission_energy = 0.15
shader_param/normal_scale = 1.0
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 )
shader_param/texture_emission = ExtResource( 3 )
shader_param/texture_normal = ExtResource( 2 )

69
scenes/hair/hair4.tres Normal file
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[gd_resource type="ShaderMaterial" load_steps=5 format=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_01.png" type="Texture" id=1]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_nml.png" type="Texture" id=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_spe.png" type="Texture" id=3]
[sub_resource type="Shader" id=1]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float alpha_scissor_threshold;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
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 vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
METALLIC = metallic;
ROUGHNESS = 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;
ALPHA = albedo.a * albedo_tex.a;
ALPHA_SCISSOR=alpha_scissor_threshold;
}
"
[resource]
shader = SubResource( 1 )
shader_param/albedo = Color( 0.921569, 0.8, 0.976471, 1 )
shader_param/specular = 0.5
shader_param/metallic = 0.0
shader_param/alpha_scissor_threshold = 0.5
shader_param/roughness = 0.5
shader_param/point_size = 1.0
shader_param/emission = Color( 0, 0, 0, 1 )
shader_param/emission_energy = 0.15
shader_param/normal_scale = 1.0
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 )
shader_param/texture_emission = ExtResource( 3 )
shader_param/texture_normal = ExtResource( 2 )

69
scenes/hair/hair5.tres Normal file
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[gd_resource type="ShaderMaterial" load_steps=5 format=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_01.png" type="Texture" id=1]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_nml.png" type="Texture" id=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_spe.png" type="Texture" id=3]
[sub_resource type="Shader" id=1]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float alpha_scissor_threshold;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
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 vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
METALLIC = metallic;
ROUGHNESS = 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;
ALPHA = albedo.a * albedo_tex.a;
ALPHA_SCISSOR=alpha_scissor_threshold;
}
"
[resource]
shader = SubResource( 1 )
shader_param/albedo = Color( 0.803922, 1, 0.780392, 1 )
shader_param/specular = 0.5
shader_param/metallic = 0.0
shader_param/alpha_scissor_threshold = 0.5
shader_param/roughness = 0.5
shader_param/point_size = 1.0
shader_param/emission = Color( 0, 0, 0, 1 )
shader_param/emission_energy = 0.15
shader_param/normal_scale = 1.0
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 )
shader_param/texture_emission = ExtResource( 3 )
shader_param/texture_normal = ExtResource( 2 )

69
scenes/hair/hair6.tres Normal file
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[gd_resource type="ShaderMaterial" load_steps=5 format=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_01.png" type="Texture" id=1]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_nml.png" type="Texture" id=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_spe.png" type="Texture" id=3]
[sub_resource type="Shader" id=1]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float alpha_scissor_threshold;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
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 vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
METALLIC = metallic;
ROUGHNESS = 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;
ALPHA = albedo.a * albedo_tex.a;
ALPHA_SCISSOR=alpha_scissor_threshold;
}
"
[resource]
shader = SubResource( 1 )
shader_param/albedo = Color( 0.941176, 0.0431373, 0.737255, 1 )
shader_param/specular = 0.0
shader_param/metallic = 0.0
shader_param/alpha_scissor_threshold = 0.5
shader_param/roughness = 0.736
shader_param/point_size = 1.0
shader_param/emission = Color( 0, 0, 0, 1 )
shader_param/emission_energy = 0.15
shader_param/normal_scale = 1.0
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 )
shader_param/texture_emission = ExtResource( 3 )
shader_param/texture_normal = ExtResource( 2 )

69
scenes/hair/hair7.tres Normal file
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[gd_resource type="ShaderMaterial" load_steps=5 format=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_01.png" type="Texture" id=1]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_nml.png" type="Texture" id=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_spe.png" type="Texture" id=3]
[sub_resource type="Shader" id=1]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float alpha_scissor_threshold;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
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 vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
METALLIC = metallic;
ROUGHNESS = 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;
ALPHA = albedo.a * albedo_tex.a;
ALPHA_SCISSOR=alpha_scissor_threshold;
}
"
[resource]
shader = SubResource( 1 )
shader_param/albedo = Color( 0.439216, 0.435294, 0.411765, 1 )
shader_param/specular = 0.0
shader_param/metallic = 0.0
shader_param/alpha_scissor_threshold = 0.5
shader_param/roughness = 0.736
shader_param/point_size = 1.0
shader_param/emission = Color( 0, 0, 0, 1 )
shader_param/emission_energy = 0.15
shader_param/normal_scale = 1.0
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 )
shader_param/texture_emission = ExtResource( 3 )
shader_param/texture_normal = ExtResource( 2 )

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scenes/hair/hair8.tres Normal file
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[gd_resource type="ShaderMaterial" load_steps=5 format=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_01.png" type="Texture" id=1]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_nml.png" type="Texture" id=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_spe.png" type="Texture" id=3]
[sub_resource type="Shader" id=1]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float alpha_scissor_threshold;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
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 vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
METALLIC = metallic;
ROUGHNESS = 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;
ALPHA = albedo.a * albedo_tex.a;
ALPHA_SCISSOR=alpha_scissor_threshold;
}
"
[resource]
shader = SubResource( 1 )
shader_param/albedo = Color( 0.556863, 0.690196, 1, 1 )
shader_param/specular = 0.2
shader_param/metallic = 0.0
shader_param/alpha_scissor_threshold = 0.5
shader_param/roughness = 0.736
shader_param/point_size = 1.0
shader_param/emission = Color( 0.541176, 0.454902, 0.454902, 1 )
shader_param/emission_energy = 0.15
shader_param/normal_scale = 1.0
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 )
shader_param/texture_emission = ExtResource( 3 )
shader_param/texture_normal = ExtResource( 2 )

69
scenes/hair/hair9.tres Normal file
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[gd_resource type="ShaderMaterial" load_steps=5 format=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_01.png" type="Texture" id=1]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_spe.png" type="Texture" id=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_nml.png" type="Texture" id=3]
[sub_resource type="Shader" id=1]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float alpha_scissor_threshold;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
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 vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
METALLIC = metallic;
ROUGHNESS = 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;
ALPHA = albedo.a * albedo_tex.a;
ALPHA_SCISSOR=alpha_scissor_threshold;
}
"
[resource]
shader = SubResource( 1 )
shader_param/albedo = Color( 0, 0, 0, 1 )
shader_param/specular = 0.2
shader_param/metallic = 0.0
shader_param/alpha_scissor_threshold = 0.5
shader_param/roughness = 0.736
shader_param/point_size = 1.0
shader_param/emission = Color( 0.258824, 0.0117647, 0.0117647, 1 )
shader_param/emission_energy = 0.15
shader_param/normal_scale = 1.0
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 )
shader_param/texture_emission = ExtResource( 2 )
shader_param/texture_normal = ExtResource( 3 )

BIN
scenes/hair/male-hair1.bin Normal file

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scenes/hair/male-hair1.gltf Normal file

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[gd_scene load_steps=12 format=2]
[ext_resource path="res://scenes/hair/male-hair1.gltf" type="PackedScene" id=1]
[ext_resource path="res://scenes/hair/hair-control.gd" type="Script" id=2]
[sub_resource type="AnimationNodeAnimation" id=1]
animation = "hair_back"
[sub_resource type="AnimationNodeAnimation" id=2]
animation = "hair_front"
[sub_resource type="AnimationNodeAnimation" id=3]
animation = "hair_down"
[sub_resource type="AnimationNodeAnimation" id=4]
animation = "hair_up"
[sub_resource type="AnimationNodeAnimation" id=5]
animation = "hair_down"
[sub_resource type="AnimationNodeBlendSpace2D" id=6]
blend_point_0/node = SubResource( 1 )
blend_point_0/pos = Vector2( -1, 0 )
blend_point_1/node = SubResource( 2 )
blend_point_1/pos = Vector2( 1, 0 )
blend_point_2/node = SubResource( 3 )
blend_point_2/pos = Vector2( 0, -1 )
blend_point_3/node = SubResource( 4 )
blend_point_3/pos = Vector2( 0, 1 )
blend_point_4/node = SubResource( 5 )
blend_point_4/pos = Vector2( 0, 0 )
[sub_resource type="AnimationNodeAnimation" id=7]
animation = "hair_left"
[sub_resource type="AnimationNodeAnimation" id=8]
animation = "hair_right"
[sub_resource type="AnimationNodeBlendSpace1D" id=9]
blend_point_0/node = SubResource( 6 )
blend_point_0/pos = 0.0
blend_point_1/node = SubResource( 7 )
blend_point_1/pos = -1.0
blend_point_2/node = SubResource( 8 )
blend_point_2/pos = 1.0
[node name="male-hair1" groups=[
"hair",
] instance=ExtResource( 1 )]
script = ExtResource( 2 )
[node name="Skeleton" parent="skelton" index="0" groups=[
"hair",
]]
[node name="AnimationTree" type="AnimationTree" parent="." index="2" groups=[
"hair",
]]
tree_root = SubResource( 9 )
anim_player = NodePath("../AnimationPlayer")
active = true
parameters/blend_position = 0.0
parameters/0/blend_position = Vector2( 0, -1 )