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[gd_resource type="Environment" load_steps=8 format=3 uid="uid://bsg17rom7hmrb"] |
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[sub_resource type="Shader" id="Shader_18b1f"] |
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code = "// NOTE: Shader automatically converted from Godot Engine 4.0.alpha3's PanoramaSkyMaterial. |
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shader_type sky; |
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uniform sampler2D sky_texture : filter_linear; |
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uniform sampler2D flow_texture : hint_normal; |
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uniform sampler2D noise_texture; |
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void sky() { |
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float noise = texture(noise_texture, SKY_COORDS).r; |
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float time = TIME * .1 + noise; |
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vec2 flow_vectors = (texture(flow_texture, SKY_COORDS).rg - .5) * 2.0; |
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float timer1 = fract(time); |
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float timer2 = fract(time + 0.5); |
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float mix_timer = min(fract(time), 1.0 - fract(time)) * 2.0; |
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vec4 color1 = texture(sky_texture, SKY_COORDS + flow_vectors * timer1 * .03); |
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vec4 color2 = texture(sky_texture, SKY_COORDS + flow_vectors * timer2 * .03); |
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vec4 final_color = mix(color2, color1, mix_timer); |
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COLOR = final_color.rgb; |
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}" |
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[sub_resource type="CompressedTexture2D" id="CompressedTexture2D_edjfr"] |
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_naxpu"] |
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_a2b1s"] |
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noise = SubResource("FastNoiseLite_naxpu") |
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[sub_resource type="CompressedTexture2D" id="CompressedTexture2D_nda5t"] |
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_gaoht"] |
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shader = SubResource("Shader_18b1f") |
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shader_parameter/sky_texture = SubResource("CompressedTexture2D_nda5t") |
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shader_parameter/flow_texture = SubResource("CompressedTexture2D_edjfr") |
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shader_parameter/noise_texture = SubResource("NoiseTexture2D_a2b1s") |
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[sub_resource type="Sky" id="Sky_xke1b"] |
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sky_material = SubResource("ShaderMaterial_gaoht") |
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[resource] |
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background_mode = 2 |
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sky = SubResource("Sky_xke1b") |
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ambient_light_source = 3 |
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reflected_light_source = 2 |
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tonemap_mode = 2 |
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tonemap_white = 1.2 |
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ssao_enabled = true |
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ssao_light_affect = 0.3 |
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ssil_enabled = true |
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glow_enabled = true |
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glow_normalized = true |
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glow_strength = 0.5 |
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glow_bloom = 0.04 |
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glow_blend_mode = 0 |
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volumetric_fog_density = 0.04 |
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volumetric_fog_albedo = Color(0.662745, 0.866667, 1, 1) |
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volumetric_fog_emission = Color(0, 0.537255, 0.890196, 1) |
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volumetric_fog_sky_affect = 0.8 |
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