[gd_resource type="ShaderMaterial" load_steps=10 format=3 uid="uid://b3wybjajg4dr3"] [ext_resource type="Texture2D" uid="uid://dg241b0ow4owm" path="res://base-environments/transition/import/textures/StationTiles_Albedo.png" id="1_oop75"] [ext_resource type="Texture2D" uid="uid://dst0u5b51mx4h" path="res://base-environments/transition/shaders/water_color.exr" id="1_s12gp"] [ext_resource type="Texture2D" uid="uid://bvlldp00ytilp" path="res://base-environments/transition/shaders/water_noise.png" id="2_iwcvf"] [ext_resource type="Texture2D" uid="uid://bm4pr3sryasif" path="res://base-environments/transition/import/textures/garage_floor_diff_4k.jpg" id="2_ux2m1"] [ext_resource type="Texture2D" uid="uid://d3n5urysf7rt6" path="res://base-environments/transition/import/textures/garage_floor_nor_gl_4k.png" id="3_ri2fp"] [ext_resource type="Texture2D" uid="uid://dap8d5cqrgv3p" path="res://base-environments/transition/import/textures/StationTiles_normal.png" id="4_iweet"] [ext_resource type="Texture2D" uid="uid://cuplhny5m7xc3" path="res://base-environments/transition/import/textures/StationTiles_MR.png" id="5_g44lk"] [ext_resource type="Texture2D" uid="uid://dftbief6ti1ct" path="res://base-environments/transition/import/textures/garage_floor_rough_4k.png" id="6_neiec"] [sub_resource type="Shader" id="Shader_wl6o1"] code = "// NOTE: Shader automatically converted from Godot Engine 4.3.stable's StandardMaterial3D. shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx; uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable; uniform float point_size : hint_range(0.1, 128.0, 0.1); uniform float roughness : hint_range(0.0, 1.0); uniform vec4 metallic_texture_channel; uniform sampler2D texture_roughness : hint_roughness_g, filter_linear_mipmap, repeat_enable; uniform float specular : hint_range(0.0, 1.0, 0.01); uniform float metallic : hint_range(0.0, 1.0, 0.01); uniform sampler2D texture_normal : hint_roughness_normal, filter_linear_mipmap, repeat_enable; uniform float normal_scale : hint_range(-16.0, 16.0); uniform sampler2D emission_texture : source_color, filter_linear_mipmap, repeat_enable; uniform sampler2D emission_colors : source_color, filter_linear_mipmap, repeat_disable; uniform sampler2D texture_detail_albedo : source_color, filter_linear_mipmap, repeat_enable; uniform sampler2D texture_detail_normal : hint_normal, filter_linear_mipmap, repeat_enable; uniform sampler2D texture_detail_roughness : hint_default_white, filter_linear_mipmap, repeat_enable; uniform vec2 uv2_scale = vec2(1.0, 0.5); varying vec3 world_pos; // https://github.com/Norrox/GodotShaders/blob/master/Shaders/Voronoi-Worley/Voronoi.shader vec3 RNGV3(vec3 p) { vec3 a = fract(vec3(p.x, p.y, p.z) * vec3(111.11,333.33,444.44)); a += dot(a, a+33.51); return fract(vec3(a.x*a.y, a.y*a.z, a.z*a.x)); //outputs a random vec2 between 0 and 1 } vec4 voronoy(vec3 loc, float scale){ loc = loc*scale; vec4 output = vec4(0., 0., 0., 10.); for(float y=-1.; y<=1.; y++){ for(float x=-1.; x<=1.; x++){ for(float z=-1.; z<=1.; z++){ vec3 offs = vec3(x,y,z); vec3 n = RNGV3(floor(loc)+offs)*2.0-1.0; vec3 p = offs+sin(n) * .5; float d = length((fract(loc)-0.5)-p); if(d