Added body parts
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69
scenes/hair/hair11.tres
Normal file
69
scenes/hair/hair11.tres
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[gd_resource type="ShaderMaterial" load_steps=5 format=2]
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[ext_resource path="res://scenes/hair/F00_000_Hair_00_01.png" type="Texture" id=1]
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[ext_resource path="res://scenes/hair/F00_000_Hair_00_spe.png" type="Texture" id=2]
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[ext_resource path="res://scenes/hair/F00_000_Hair_00_nml.png" type="Texture" id=3]
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[sub_resource type="Shader" id=1]
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code = "shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
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uniform vec4 albedo : hint_color;
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uniform sampler2D texture_albedo : hint_albedo;
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uniform float specular;
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uniform float metallic;
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uniform float alpha_scissor_threshold;
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uniform float roughness : hint_range(0,1);
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uniform float point_size : hint_range(0,128);
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uniform sampler2D texture_emission : hint_black_albedo;
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uniform vec4 emission : hint_color;
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uniform float emission_energy;
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uniform sampler2D texture_normal : hint_normal;
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uniform float normal_scale : hint_range(-16,16);
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uniform vec3 uv1_scale;
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uniform vec3 uv1_offset;
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uniform vec3 uv2_scale;
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uniform vec3 uv2_offset;
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void vertex() {
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UV=UV*uv1_scale.xy+uv1_offset.xy;
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}
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void fragment() {
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vec2 base_uv = UV;
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vec4 albedo_tex = texture(texture_albedo,base_uv);
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albedo_tex *= COLOR;
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ALBEDO = albedo.rgb * albedo_tex.rgb;
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METALLIC = metallic;
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ROUGHNESS = roughness;
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SPECULAR = specular;
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NORMALMAP = texture(texture_normal,base_uv).rgb;
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NORMALMAP_DEPTH = normal_scale;
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vec3 emission_tex = texture(texture_emission,base_uv).rgb;
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EMISSION = (emission.rgb+emission_tex)*emission_energy;
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ALPHA = albedo.a * albedo_tex.a;
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ALPHA_SCISSOR=alpha_scissor_threshold;
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}
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"
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[resource]
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shader = SubResource( 1 )
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shader_param/albedo = Color( 0.0196078, 0.298039, 0.101961, 1 )
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shader_param/specular = 0.1
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shader_param/metallic = 0.0
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shader_param/alpha_scissor_threshold = 0.5
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shader_param/roughness = 0.736
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shader_param/point_size = 1.0
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shader_param/emission = Color( 0.0627451, 0.141176, 0.0745098, 1 )
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shader_param/emission_energy = 0.15
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shader_param/normal_scale = 1.0
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shader_param/uv1_scale = Vector3( 1, 1, 1 )
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shader_param/uv1_offset = Vector3( 0, 0, 0 )
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shader_param/uv2_scale = Vector3( 1, 1, 1 )
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shader_param/uv2_offset = Vector3( 0, 0, 0 )
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shader_param/texture_albedo = ExtResource( 1 )
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shader_param/texture_emission = ExtResource( 2 )
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shader_param/texture_normal = ExtResource( 3 )
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