[gd_scene load_steps=5 format=3 uid="uid://dnuo14kxmrwlu"] [ext_resource type="PackedScene" uid="uid://cq3lofbpgvlq8" path="res://Dynamic_Object/Motorcycle.glb" id="1_nelj4"] [ext_resource type="Script" path="res://Dynamic_Object/Item3D.gd" id="2_ngyh4"] [sub_resource type="Shader" id="Shader_w6e1d"] 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, unshaded; uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable; uniform float distance_fade_min : hint_range(0.0, 4096.0, 0.01); uniform float distance_fade_max : hint_range(0.0, 4096.0, 0.01); uniform float point_size : hint_range(0.1, 128.0, 0.1); uniform float roughness : hint_range(0.0, 1.0); uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable; uniform vec4 metallic_texture_channel; uniform sampler2D texture_roughness : hint_roughness_r, 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_heightmap : hint_default_black, filter_linear_mipmap, repeat_enable; uniform float heightmap_scale : hint_range(-16.0, 16.0, 0.001); uniform int heightmap_min_layers : hint_range(1, 64); uniform int heightmap_max_layers : hint_range(1, 64); uniform vec2 heightmap_flip; uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; void vertex() { UV = UV * uv1_scale.xy + uv1_offset.xy; } void fragment() { vec2 base_uv = UV; { // Height: Enabled vec3 view_dir = normalize(normalize(-VERTEX + EYE_OFFSET) * mat3(TANGENT * heightmap_flip.x, -BINORMAL * heightmap_flip.y, NORMAL)); float depth = 1.0 - texture(texture_heightmap, base_uv).r; vec2 ofs = base_uv - view_dir.xy * depth * heightmap_scale * 0.01; base_uv = ofs; } vec4 albedo_tex = texture(texture_albedo, base_uv); ALBEDO = albedo.rgb * albedo_tex.rgb; float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel); METALLIC = metallic_tex * metallic; SPECULAR = specular; vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0); float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel); ROUGHNESS = roughness_tex * roughness; ALPHA *= albedo.a * albedo_tex.a; // Distance Fade: Pixel Alpha ALPHA *= clamp(1.0 - smoothstep(0, 50, length(VERTEX)), 0.0, 1.0); } " [sub_resource type="ShaderMaterial" id="ShaderMaterial_5e28p"] render_priority = 2 shader = SubResource("Shader_w6e1d") shader_parameter/albedo = Color(1, 1, 1, 1) shader_parameter/distance_fade_min = 0.0 shader_parameter/distance_fade_max = 5.0 shader_parameter/point_size = 1.0 shader_parameter/roughness = 1.0 shader_parameter/metallic_texture_channel = null shader_parameter/specular = 0.5 shader_parameter/metallic = 0.0 shader_parameter/heightmap_scale = 5.0 shader_parameter/heightmap_min_layers = 8 shader_parameter/heightmap_max_layers = 32 shader_parameter/heightmap_flip = Vector2(1, 1) shader_parameter/uv1_scale = Vector3(1, 1, 1) shader_parameter/uv1_offset = Vector3(0, 0, 0) shader_parameter/uv2_scale = Vector3(1, 1, 1) shader_parameter/uv2_offset = Vector3(0, 0, 0) [node name="Motorcycle" instance=ExtResource("1_nelj4")] transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, 0, 0, 0) script = ExtResource("2_ngyh4") [node name="1" parent="." index="0"] surface_material_override/0 = SubResource("ShaderMaterial_5e28p")