Added body parts
This commit is contained in:
BIN
scenes/hair/F00_000_Hair_00.png
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scenes/hair/F00_000_Hair_00.png
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35
scenes/hair/F00_000_Hair_00.png.import
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scenes/hair/F00_000_Hair_00.png.import
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BIN
scenes/hair/F00_000_Hair_00_01.png
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BIN
scenes/hair/F00_000_Hair_00_01.png
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37
scenes/hair/F00_000_Hair_00_01.png.import
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37
scenes/hair/F00_000_Hair_00_01.png.import
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[remap]
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importer="texture"
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type="StreamTexture"
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[deps]
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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process/normal_map_invert_y=false
|
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|
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svg/scale=1.0
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BIN
scenes/hair/F00_000_Hair_00_02.png
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BIN
scenes/hair/F00_000_Hair_00_02.png
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37
scenes/hair/F00_000_Hair_00_02.png.import
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37
scenes/hair/F00_000_Hair_00_02.png.import
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[remap]
|
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|
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importer="texture"
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type="StreamTexture"
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path.s3tc="res://.import/F00_000_Hair_00_02.png-d5c0599249dc160db566ddfbc0b64ea2.s3tc.stex"
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path.etc2="res://.import/F00_000_Hair_00_02.png-d5c0599249dc160db566ddfbc0b64ea2.etc2.stex"
|
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metadata={
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}
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[deps]
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|
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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process/normal_map_invert_y=false
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stream=false
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detect_3d=false
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svg/scale=1.0
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BIN
scenes/hair/F00_000_Hair_00_03.png
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BIN
scenes/hair/F00_000_Hair_00_03.png
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37
scenes/hair/F00_000_Hair_00_03.png.import
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37
scenes/hair/F00_000_Hair_00_03.png.import
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[remap]
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importer="texture"
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type="StreamTexture"
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path.s3tc="res://.import/F00_000_Hair_00_03.png-3948d3c39b29c9efa48a6762402b0d6a.s3tc.stex"
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path.etc2="res://.import/F00_000_Hair_00_03.png-3948d3c39b29c9efa48a6762402b0d6a.etc2.stex"
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metadata={
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"imported_formats": [ "s3tc", "etc2" ],
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"vram_texture": true
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}
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[deps]
|
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|
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source_file="res://scenes/hair/F00_000_Hair_00_03.png"
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dest_files=[ "res://.import/F00_000_Hair_00_03.png-3948d3c39b29c9efa48a6762402b0d6a.s3tc.stex", "res://.import/F00_000_Hair_00_03.png-3948d3c39b29c9efa48a6762402b0d6a.etc2.stex" ]
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[params]
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flags/filter=true
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flags/mipmaps=true
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flags/anisotropic=false
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flags/srgb=1
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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process/normal_map_invert_y=false
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stream=false
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size_limit=0
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detect_3d=false
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svg/scale=1.0
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BIN
scenes/hair/F00_000_Hair_00_HAIR_004.material
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BIN
scenes/hair/F00_000_Hair_00_HAIR_004.material
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Binary file not shown.
BIN
scenes/hair/F00_000_Hair_00_HAIR_01.material
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BIN
scenes/hair/F00_000_Hair_00_HAIR_01.material
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scenes/hair/F00_000_Hair_00_HAIR_02.material
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scenes/hair/F00_000_Hair_00_HAIR_02.material
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scenes/hair/F00_000_Hair_00_HAIR_03.material
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scenes/hair/F00_000_Hair_00_HAIR_03.material
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BIN
scenes/hair/F00_000_Hair_00_nml.png
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scenes/hair/F00_000_Hair_00_nml.png
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37
scenes/hair/F00_000_Hair_00_nml.png.import
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37
scenes/hair/F00_000_Hair_00_nml.png.import
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|
||||
[remap]
|
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|
||||
importer="texture"
|
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type="StreamTexture"
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path.s3tc="res://.import/F00_000_Hair_00_nml.png-3d128c4cff1bf7579c3815440934bdca.s3tc.stex"
|
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path.etc2="res://.import/F00_000_Hair_00_nml.png-3d128c4cff1bf7579c3815440934bdca.etc2.stex"
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metadata={
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"imported_formats": [ "s3tc", "etc2" ],
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"vram_texture": true
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}
|
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|
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[deps]
|
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|
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source_file="res://scenes/hair/F00_000_Hair_00_nml.png"
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dest_files=[ "res://.import/F00_000_Hair_00_nml.png-3d128c4cff1bf7579c3815440934bdca.s3tc.stex", "res://.import/F00_000_Hair_00_nml.png-3d128c4cff1bf7579c3815440934bdca.etc2.stex" ]
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=1
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flags/repeat=true
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flags/filter=true
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flags/mipmaps=true
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
|
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process/HDR_as_SRGB=false
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process/invert_color=false
|
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process/normal_map_invert_y=false
|
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stream=false
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size_limit=0
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detect_3d=false
|
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svg/scale=1.0
|
||||
BIN
scenes/hair/F00_000_Hair_00_spe.png
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BIN
scenes/hair/F00_000_Hair_00_spe.png
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After Width: | Height: | Size: 124 KiB |
37
scenes/hair/F00_000_Hair_00_spe.png.import
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37
scenes/hair/F00_000_Hair_00_spe.png.import
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@@ -0,0 +1,37 @@
|
||||
[remap]
|
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|
||||
importer="texture"
|
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type="StreamTexture"
|
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path.s3tc="res://.import/F00_000_Hair_00_spe.png-03a0404b11e42cb098eda6110c04c773.s3tc.stex"
|
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path.etc2="res://.import/F00_000_Hair_00_spe.png-03a0404b11e42cb098eda6110c04c773.etc2.stex"
|
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metadata={
|
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"imported_formats": [ "s3tc", "etc2" ],
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"vram_texture": true
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}
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|
||||
[deps]
|
||||
|
||||
source_file="res://scenes/hair/F00_000_Hair_00_spe.png"
|
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dest_files=[ "res://.import/F00_000_Hair_00_spe.png-03a0404b11e42cb098eda6110c04c773.s3tc.stex", "res://.import/F00_000_Hair_00_spe.png-03a0404b11e42cb098eda6110c04c773.etc2.stex" ]
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[params]
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=true
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flags/filter=true
|
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flags/mipmaps=true
|
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flags/anisotropic=false
|
||||
flags/srgb=1
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/HDR_as_SRGB=false
|
||||
process/invert_color=false
|
||||
process/normal_map_invert_y=false
|
||||
stream=false
|
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size_limit=0
|
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detect_3d=false
|
||||
svg/scale=1.0
|
||||
BIN
scenes/hair/female-hair1.bin
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BIN
scenes/hair/female-hair1.bin
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12900
scenes/hair/female-hair1.gltf
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12900
scenes/hair/female-hair1.gltf
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1064
scenes/hair/female-hair1.gltf.import
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1064
scenes/hair/female-hair1.gltf.import
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Load Diff
61
scenes/hair/female-hair1.tscn
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61
scenes/hair/female-hair1.tscn
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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 )
|
||||
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="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
|
||||
parameters/blend_position = 0.0
|
||||
parameters/0/blend_position = Vector2( 0, -1 )
|
||||
BIN
scenes/hair/female-hair2.bin
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BIN
scenes/hair/female-hair2.bin
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13406
scenes/hair/female-hair2.gltf
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scenes/hair/female-hair2.gltf
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Load Diff
1064
scenes/hair/female-hair2.gltf.import
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1064
scenes/hair/female-hair2.gltf.import
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Load Diff
5
scenes/hair/female-hair2.tscn
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5
scenes/hair/female-hair2.tscn
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|
||||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://scenes/hair/female-hair2.gltf" type="PackedScene" id=1]
|
||||
|
||||
[node name="female-hair2" instance=ExtResource( 1 )]
|
||||
10
scenes/hair/hair-control.gd
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10
scenes/hair/hair-control.gd
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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
|
||||
69
scenes/hair/hair0.tres
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scenes/hair/hair0.tres
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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, 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 )
|
||||
69
scenes/hair/hair1.tres
Normal file
69
scenes/hair/hair1.tres
Normal file
@@ -0,0 +1,69 @@
|
||||
[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( 0.454902, 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
69
scenes/hair/hair10.tres
Normal file
@@ -0,0 +1,69 @@
|
||||
[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
69
scenes/hair/hair11.tres
Normal file
@@ -0,0 +1,69 @@
|
||||
[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
69
scenes/hair/hair12.tres
Normal file
@@ -0,0 +1,69 @@
|
||||
[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
69
scenes/hair/hair13.tres
Normal file
@@ -0,0 +1,69 @@
|
||||
[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
69
scenes/hair/hair14.tres
Normal file
@@ -0,0 +1,69 @@
|
||||
[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
69
scenes/hair/hair15.tres
Normal file
@@ -0,0 +1,69 @@
|
||||
[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
69
scenes/hair/hair2.tres
Normal file
@@ -0,0 +1,69 @@
|
||||
[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
69
scenes/hair/hair3.tres
Normal file
@@ -0,0 +1,69 @@
|
||||
[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
69
scenes/hair/hair4.tres
Normal file
@@ -0,0 +1,69 @@
|
||||
[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
69
scenes/hair/hair5.tres
Normal file
@@ -0,0 +1,69 @@
|
||||
[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
69
scenes/hair/hair6.tres
Normal file
@@ -0,0 +1,69 @@
|
||||
[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
69
scenes/hair/hair7.tres
Normal file
@@ -0,0 +1,69 @@
|
||||
[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 )
|
||||
69
scenes/hair/hair8.tres
Normal file
69
scenes/hair/hair8.tres
Normal file
@@ -0,0 +1,69 @@
|
||||
[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
69
scenes/hair/hair9.tres
Normal file
@@ -0,0 +1,69 @@
|
||||
[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
BIN
scenes/hair/male-hair1.bin
Normal file
Binary file not shown.
8867
scenes/hair/male-hair1.gltf
Normal file
8867
scenes/hair/male-hair1.gltf
Normal file
File diff suppressed because it is too large
Load Diff
1064
scenes/hair/male-hair1.gltf.import
Normal file
1064
scenes/hair/male-hair1.gltf.import
Normal file
File diff suppressed because it is too large
Load Diff
63
scenes/hair/male-hair1.tscn
Normal file
63
scenes/hair/male-hair1.tscn
Normal file
@@ -0,0 +1,63 @@
|
||||
[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 )
|
||||
Reference in New Issue
Block a user