winter-tales/GameObjects/Grass/Grass Ice.tres

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[gd_resource type="ShaderMaterial" load_steps=6 format=3 uid="uid://675ynr6grow8"]
[ext_resource type="Shader" uid="uid://b3upbrj3uyf4j" path="res://GameObjects/Grass/Grass.gdshader" id="1_pok7a"]
[sub_resource type="Gradient" id="Gradient_n270a"]
offsets = PackedFloat32Array(0, 0.3968254, 0.8249158)
colors = PackedColorArray(0.793656, 0.89374226, 0.8721277, 1, 0.48921365, 0.7511804, 0.6489605, 1, 0.73337173, 0.8258557, 0.79009736, 1)
[sub_resource type="GradientTexture2D" id="GradientTexture2D_ru2n6"]
gradient = SubResource("Gradient_n270a")
fill_from = Vector2(0, 0.74358976)
fill_to = Vector2(0, 0)
[sub_resource type="Gradient" id="Gradient_s8tmj"]
colors = PackedColorArray(0.6561392, 0.6561392, 0.6561392, 1, 1, 1, 1, 1)
[sub_resource type="GradientTexture2D" id="GradientTexture2D_aqryr"]
gradient = SubResource("Gradient_s8tmj")
fill_from = Vector2(0, 1)
fill_to = Vector2(0, 0)
[resource]
render_priority = 0
shader = ExtResource("1_pok7a")
shader_parameter/albedo = Color(1, 1, 1, 1)
shader_parameter/texture_albedo = SubResource("GradientTexture2D_ru2n6")
shader_parameter/albedoToBacklight = 1.0
shader_parameter/albedoToEmission = 0.06000000285
shader_parameter/roughness = 1.0
shader_parameter/metallic_texture_channel = Vector4(1, 0, 0, 0)
shader_parameter/specular = 0.58999998681232
shader_parameter/metallic = 0.0
shader_parameter/texture_ambient_occlusion = SubResource("GradientTexture2D_aqryr")
shader_parameter/ao_texture_channel = Vector4(1, 0, 0, 0)
shader_parameter/ao_light_affect = 0.999999977648
shader_parameter/uv1_scale = Vector3(1, 1, 1)
shader_parameter/uv1_offset = Vector3(0, 0, 0)
shader_parameter/playerDeformRange = 1.0
shader_parameter/playerDeformAmount = 0.1
shader_parameter/playerDeformPower = 0.500000011875
shader_parameter/playerDeformYStart = 0.1
shader_parameter/playerDeformYMax = 0.5
shader_parameter/windWeights = Vector2(1, 0)
shader_parameter/windSeedSize = 0.5
shader_parameter/windMaxStrength = 1.0
shader_parameter/windMaxRotation = 1.0
shader_parameter/windStrengthCurve = 0.0
shader_parameter/windStart = 0.0654
shader_parameter/windEnd = 0.5805
shader_parameter/windWeightCurve = 0.5
shader_parameter/windHeightCompensation = 0.2088
shader_parameter/windNormalBending = 0.573
shader_parameter/windOcclusionAmount = 0.2