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dissolve_shader_mat.tres
129 lines (99 loc) · 3.24 KB
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dissolve_shader_mat.tres
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[gd_resource type="ShaderMaterial" load_steps=12 format=2]
[ext_resource path="res://noisetexture.tres" type="Texture" id=1]
[sub_resource type="VisualShaderNodeScalarUniform" id=9]
uniform_name = "ScalarUniform"
[sub_resource type="VisualShaderNodeTextureUniform" id=13]
uniform_name = "TextureUniform"
[sub_resource type="VisualShaderNodeInput" id=14]
output_port_for_preview = 0
input_name = "uv"
[sub_resource type="VisualShaderNodeInput" id=1]
output_port_for_preview = 0
input_name = "uv"
[sub_resource type="VisualShaderNodeScalarFunc" id=3]
output_port_for_preview = 0
function = 0
[sub_resource type="VisualShaderNodeScalarOp" id=4]
output_port_for_preview = 0
default_input_values = [ 0, 0.0, 1, 2.0 ]
operator = 3
[sub_resource type="VisualShaderNodeTexture" id=5]
texture = ExtResource( 1 )
[sub_resource type="VisualShaderNodeScalarOp" id=6]
output_port_for_preview = 0
operator = 1
[sub_resource type="VisualShaderNodeScalarFunc" id=7]
output_port_for_preview = 0
function = 15
[sub_resource type="VisualShader" id=8]
code = "shader_type spatial;
render_mode depth_draw_alpha_prepass, cull_disabled, specular_schlick_ggx;
uniform sampler2D TextureUniform;
uniform sampler2D tex_frg_7;
uniform float ScalarUniform;
void vertex() {
// Output:0
}
void fragment() {
// Input:13
vec3 n_out13p0 = vec3(UV, 0.0);
// TextureUniform:12
vec3 n_out12p0;
float n_out12p1;
{
vec4 n_tex_read = texture(TextureUniform, n_out13p0.xy);
n_out12p0 = n_tex_read.rgb;
n_out12p1 = n_tex_read.a;
}
// Input:2
vec3 n_out2p0 = vec3(UV, 0.0);
// Texture:7
vec4 tex_frg_7_read = texture(tex_frg_7, n_out2p0.xy);
vec3 n_out7p0 = tex_frg_7_read.rgb;
float n_out7p1 = tex_frg_7_read.a;
// ScalarUniform:10
float n_out10p0 = ScalarUniform;
// ScalarFunc:4
float n_out4p0 = sin(n_out10p0);
// ScalarOp:5
float n_in5p1 = 2.00000;
float n_out5p0 = n_out4p0 / n_in5p1;
// ScalarOp:8
float n_out8p0 = dot(n_out7p0, vec3(0.333333, 0.333333, 0.333333)) - n_out5p0;
// ScalarFunc:9
float n_out9p0 = round(n_out8p0);
// Output:0
ALBEDO = n_out12p0;
ALPHA = n_out9p0;
}
void light() {
// Output:0
}
"
graph_offset = Vector2( 55.2, -24.11 )
modes/cull = 2
modes/depth_draw = 3
nodes/fragment/0/position = Vector2( 880, 200 )
nodes/fragment/2/node = SubResource( 1 )
nodes/fragment/2/position = Vector2( -60, 120 )
nodes/fragment/4/node = SubResource( 3 )
nodes/fragment/4/position = Vector2( -60, 360 )
nodes/fragment/5/node = SubResource( 4 )
nodes/fragment/5/position = Vector2( 160, 360 )
nodes/fragment/7/node = SubResource( 5 )
nodes/fragment/7/position = Vector2( 140, 100 )
nodes/fragment/8/node = SubResource( 6 )
nodes/fragment/8/position = Vector2( 400, 340 )
nodes/fragment/9/node = SubResource( 7 )
nodes/fragment/9/position = Vector2( 600, 220 )
nodes/fragment/10/node = SubResource( 9 )
nodes/fragment/10/position = Vector2( -320, 380 )
nodes/fragment/12/node = SubResource( 13 )
nodes/fragment/12/position = Vector2( 600, -20 )
nodes/fragment/13/node = SubResource( 14 )
nodes/fragment/13/position = Vector2( 400, 20 )
nodes/fragment/connections = PoolIntArray( 4, 0, 5, 0, 8, 0, 9, 0, 5, 0, 8, 1, 9, 0, 0, 1, 7, 0, 8, 0, 12, 0, 0, 0, 10, 0, 4, 0, 13, 0, 12, 0, 2, 0, 7, 0 )
[resource]
resource_local_to_scene = true
shader = SubResource( 8 )
shader_param/ScalarUniform = -1.0