Grass Example

This commit is contained in:
Josef 2025-03-28 13:59:04 +01:00
parent 79a5168b2e
commit 634f7dc292
4 changed files with 379 additions and 1 deletions

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[gd_resource type="StandardMaterial3D" load_steps=9 format=3 uid="uid://bscirerods8nt"]
[sub_resource type="Gradient" id="Gradient_4s32t"]
offsets = PackedFloat32Array(0, 0.995327)
colors = PackedColorArray(0.39686, 0.662928, 0.416969, 1, 0.617603, 0.927686, 0.164897, 1)
[sub_resource type="GradientTexture2D" id="GradientTexture2D_r5d2v"]
gradient = SubResource("Gradient_4s32t")
fill_from = Vector2(0, 1)
[sub_resource type="Gradient" id="Gradient_w7k8h"]
[sub_resource type="GradientTexture2D" id="GradientTexture2D_4m76x"]
gradient = SubResource("Gradient_w7k8h")
fill_from = Vector2(0, 1)
fill_to = Vector2(0, 0)
[sub_resource type="Gradient" id="Gradient_lngbg"]
offsets = PackedFloat32Array(0, 0.490654, 1)
colors = PackedColorArray(0.345098, 0.505882, 0.513726, 1, 0.541176, 0.541176, 1, 1, 0.690196, 0.482353, 1, 1)
[sub_resource type="GradientTexture2D" id="GradientTexture2D_ou420"]
gradient = SubResource("Gradient_lngbg")
fill_to = Vector2(0.1, 0)
repeat = 1
[sub_resource type="FastNoiseLite" id="FastNoiseLite_w4lre"]
frequency = 0.1151
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_l6u5d"]
width = 1024
height = 64
noise = SubResource("FastNoiseLite_w4lre")
[resource]
albedo_texture = SubResource("GradientTexture2D_r5d2v")
roughness_texture = SubResource("NoiseTexture2D_l6u5d")
normal_enabled = true
normal_texture = SubResource("GradientTexture2D_ou420")
ao_enabled = true
ao_texture = SubResource("GradientTexture2D_4m76x")

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[gd_resource type="ShaderMaterial" load_steps=13 format=3 uid="uid://chh447l4wig87"]
[ext_resource type="Shader" uid="uid://c5kcgjfq2328r" path="res://addons/rokojori_action_library/Runtime/Procedural/Assets/Grass/Windy Grass Shader.gdshader" id="1_27i6v"]
[sub_resource type="Gradient" id="Gradient_4s32t"]
offsets = PackedFloat32Array(0, 0.995327)
colors = PackedColorArray(0.39686, 0.662928, 0.416969, 1, 0.797024, 0.927686, 0.164897, 1)
[sub_resource type="GradientTexture2D" id="GradientTexture2D_27i6v"]
gradient = SubResource("Gradient_4s32t")
fill_from = Vector2(0, 1)
[sub_resource type="Gradient" id="Gradient_w7k8h"]
[sub_resource type="GradientTexture2D" id="GradientTexture2D_s4un2"]
gradient = SubResource("Gradient_w7k8h")
fill_from = Vector2(0, 1)
fill_to = Vector2(0, 0)
[sub_resource type="Gradient" id="Gradient_lngbg"]
offsets = PackedFloat32Array(0, 0.490654, 1)
colors = PackedColorArray(0.345098, 0.505882, 0.513726, 1, 0.541176, 0.541176, 1, 1, 0.690196, 0.482353, 1, 1)
[sub_resource type="GradientTexture2D" id="GradientTexture2D_xwn23"]
gradient = SubResource("Gradient_lngbg")
fill_to = Vector2(0.1, 0)
repeat = 1
[sub_resource type="FastNoiseLite" id="FastNoiseLite_w4lre"]
frequency = 0.1151
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_27i6v"]
width = 1024
height = 64
noise = SubResource("FastNoiseLite_w4lre")
[sub_resource type="Gradient" id="Gradient_27i6v"]
offsets = PackedFloat32Array(0, 0.457944, 1)
colors = PackedColorArray(0, 0, 0, 1, 0.513577, 0.513577, 0.513577, 1, 1, 1, 1, 1)
[sub_resource type="FastNoiseLite" id="FastNoiseLite_qaqh5"]
frequency = 0.0053
fractal_octaves = 3
fractal_lacunarity = 10.0
fractal_gain = 0.1
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_xwn23"]
seamless = true
color_ramp = SubResource("Gradient_27i6v")
noise = SubResource("FastNoiseLite_qaqh5")
[resource]
render_priority = 0
shader = ExtResource("1_27i6v")
shader_parameter/albedo = Color(1, 1, 1, 1)
shader_parameter/texture_albedo = SubResource("GradientTexture2D_27i6v")
shader_parameter/roughness = 0.0
shader_parameter/metallic_texture_channel = Vector4(0, 0, 0, 0)
shader_parameter/texture_roughness = SubResource("NoiseTexture2D_27i6v")
shader_parameter/specular = 0.31
shader_parameter/metallic = 0.0
shader_parameter/texture_normal = SubResource("GradientTexture2D_xwn23")
shader_parameter/normal_scale = 0.0
shader_parameter/texture_ambient_occlusion = SubResource("GradientTexture2D_s4un2")
shader_parameter/ao_texture_channel = Vector4(1, 0, 0, 0)
shader_parameter/ao_light_affect = 1.0
shader_parameter/uv1_scale = Vector3(1, 1, 1)
shader_parameter/uv1_offset = Vector3(0, 0, 0)
shader_parameter/windEnabled = true
shader_parameter/windStrength = 0.115
shader_parameter/windSpeed = Vector2(0.1, 0.1)
shader_parameter/windScale = 0.1
shader_parameter/windNoise = SubResource("NoiseTexture2D_xwn23")
shader_parameter/windNoiseAngleOffset = Vector2(0, 0)
shader_parameter/windNoiseStrengthOffset = Vector2(0, 0)
shader_parameter/windStart = 0.0
shader_parameter/windEnd = 0.325
shader_parameter/windWeightCurve = 1.0
shader_parameter/windHeightCompensation = 0.172

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Subproject commit 74e78d9d8365a0b1e89f73e2c298c41ef337b545
Subproject commit 4ddcf0c0c0ea4a7684003506cb4eee197fe12d29