[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