[gd_resource type="ShaderMaterial" load_steps=5 format=3 uid="uid://1h5s2dr4bpx6"] [ext_resource type="Shader" uid="uid://n0tejd04fnib" path="res://GameObjects/Foliage/Foliage-Shader.gdshader" id="1_cj42g"] [ext_resource type="Texture2D" uid="uid://cmcm5evl0ifj3" path="res://assets/rokojori-houses/bush.png" id="2_fyrw4"] [sub_resource type="Gradient" id="Gradient_xa56p"] colors = PackedColorArray(0.33707213, 0.33707213, 0.33707213, 1, 1, 1, 1, 1) [sub_resource type="GradientTexture2D" id="GradientTexture2D_getpf"] gradient = SubResource("Gradient_xa56p") fill_from = Vector2(0, 0.93048126) fill_to = Vector2(0, 0.44385028) [resource] render_priority = 0 shader = ExtResource("1_cj42g") shader_parameter/albedo = Color(1, 1, 1, 1) shader_parameter/texture_albedo = ExtResource("2_fyrw4") shader_parameter/alpha_scissor_threshold = 0.50000002375 shader_parameter/albedo_texture_size = Vector2i(8, 8) shader_parameter/point_size = 1.0 shader_parameter/roughness = 1.0 shader_parameter/metallic_texture_channel = Vector4(1, 0, 0, 0) shader_parameter/specular = 0.5 shader_parameter/metallic = 0.0 shader_parameter/texture_ambient_occlusion = SubResource("GradientTexture2D_getpf") shader_parameter/ao_texture_channel = Vector4(1, 0, 0, 0) shader_parameter/ao_light_affect = 1.0 shader_parameter/subsurface_scattering_strength = 1.0 shader_parameter/transmittance_color = Color(1, 1, 1, 1) shader_parameter/transmittance_depth = 4.656 shader_parameter/transmittance_boost = 0.999999977648 shader_parameter/backlight = Color(0.73081446, 0.72161514, 0.6009116, 1) shader_parameter/uv1_scale = Vector3(1, 1, 1) shader_parameter/uv1_offset = Vector3(0, 0, 0) shader_parameter/maxSnowV = 0.8 shader_parameter/topSnowOpacity = 1.0 shader_parameter/bottomSnowOpacity = 0.0 shader_parameter/snowWaveFrequency = 10.0 shader_parameter/snowWaveFrequencySeedAmount = 5.0 shader_parameter/snowWaveAmount = 0.0295 shader_parameter/snowWaveSeedStrength = 321.0 shader_parameter/rotationZ = 0.0 shader_parameter/rotationZSeed = 5.0 shader_parameter/playerDeformRange = 1.0 shader_parameter/playerDeformAmount = 0.5 shader_parameter/playerDeformPower = 1.0 shader_parameter/playerDeformYStart = 0.1 shader_parameter/playerDeformYMax = 0.3