change default shader values and test scene lighting

This commit is contained in:
2025-09-23 23:58:07 +10:00
parent 3d73e19c5c
commit 8cfa56007b
8 changed files with 37 additions and 25 deletions

View File

@@ -1,7 +1,7 @@
[gd_resource type="ShaderMaterial" load_steps=3 format=3 uid="uid://b685alw05nef"]
[ext_resource type="Texture2D" uid="uid://fj76wlr61buq" path="res://assets/entities/characters/batrix/textures/batrix_bat_albedo.png" id="1_p4uo6"]
[ext_resource type="Shader" uid="uid://dq4ha5ax33l2" path="res://shaders/cel_shader/cel_shader_base.gdshader" id="1_vv82l"]
[ext_resource type="Texture2D" uid="uid://fj76wlr61buq" path="res://assets/entities/characters/batrix/textures/batrix_bat_albedo.png" id="2_bbfba"]
[resource]
render_priority = 0
@@ -9,8 +9,8 @@ shader = ExtResource("1_vv82l")
shader_parameter/specular_smoothness = 0.05
shader_parameter/fresnel_smoothness = 0.05
shader_parameter/color = Color(1, 1, 1, 1)
shader_parameter/base_texture = ExtResource("1_p4uo6")
shader_parameter/base_texture = ExtResource("2_bbfba")
shader_parameter/specular = Color(0.75, 0.75, 0.75, 0.552941)
shader_parameter/fresnel = Color(0.8, 0.8, 0.8, 0.615686)
shader_parameter/fresnel = Color(1, 1, 1, 0.75)
shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/uv_offset = Vector2(0, 0)

View File

@@ -1,8 +1,8 @@
[gd_resource type="ShaderMaterial" load_steps=4 format=3 uid="uid://ouhs42rmw6h6"]
[ext_resource type="Shader" uid="uid://d06tpkplvte12" path="res://shaders/cel_shader/cel_shader_no_culling.gdshader" id="1_3ide7"]
[ext_resource type="Texture2D" uid="uid://cv5cnlgxx3rud" path="res://assets/entities/characters/batrix/textures/batrix_albedo.png" id="1_8x1pe"]
[ext_resource type="Texture2D" uid="uid://8l2lbwbyemtc" path="res://assets/entities/characters/batrix/textures/batrix_fresnel_map.png" id="3_1jomb"]
[ext_resource type="Texture2D" uid="uid://cv5cnlgxx3rud" path="res://assets/entities/characters/batrix/textures/batrix_albedo.png" id="2_1jomb"]
[ext_resource type="Texture2D" uid="uid://8l2lbwbyemtc" path="res://assets/entities/characters/batrix/textures/batrix_fresnel_map.png" id="3_4yjrc"]
[resource]
render_priority = 0
@@ -10,9 +10,9 @@ shader = ExtResource("1_3ide7")
shader_parameter/specular_smoothness = 0.05
shader_parameter/fresnel_smoothness = 0.05
shader_parameter/color = Color(1, 1, 1, 1)
shader_parameter/base_texture = ExtResource("1_8x1pe")
shader_parameter/specular = Color(0, 0, 0, 0)
shader_parameter/fresnel = Color(0.4, 0.4, 0.4, 0.690196)
shader_parameter/fresnel_texture = ExtResource("3_1jomb")
shader_parameter/base_texture = ExtResource("2_1jomb")
shader_parameter/specular = Color(1, 1, 1, 0)
shader_parameter/fresnel = Color(1, 1, 1, 0.75)
shader_parameter/fresnel_texture = ExtResource("3_4yjrc")
shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/uv_offset = Vector2(0, 0)

View File

@@ -11,8 +11,8 @@ shader_parameter/specular_smoothness = 0.05
shader_parameter/fresnel_smoothness = 0.05
shader_parameter/color = Color(1, 1, 1, 1)
shader_parameter/base_texture = ExtResource("2_pjgyf")
shader_parameter/specular = Color(0, 0, 0, 0)
shader_parameter/fresnel = Color(0.4, 0.4, 0.4, 0.690196)
shader_parameter/specular = Color(1, 1, 1, 0)
shader_parameter/fresnel = Color(1, 1, 1, 0.75)
shader_parameter/fresnel_texture = ExtResource("3_tqeml")
shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/uv_offset = Vector2(0, 0)

View File

@@ -11,6 +11,6 @@ shader_parameter/fresnel_smoothness = 0.05
shader_parameter/color = Color(1, 1, 1, 1)
shader_parameter/base_texture = ExtResource("2_wg7yc")
shader_parameter/specular = Color(0.75, 0.75, 0.75, 0.552941)
shader_parameter/fresnel = Color(0.8, 0.8, 0.8, 0.615686)
shader_parameter/fresnel = Color(1, 1, 1, 0.75)
shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/uv_offset = Vector2(0, 0)

View File

@@ -8,6 +8,9 @@
[ext_resource type="PackedScene" uid="uid://xph4078n1fyq" path="res://scenes/debug/debugger.tscn" id="6_lpvoh"]
[sub_resource type="Environment" id="Environment_wctar"]
ambient_light_source = 2
ambient_light_color = Color(1, 1, 1, 1)
ambient_light_energy = 0.75
[node name="Test" type="Node"]
@@ -53,14 +56,23 @@ size = Vector3(5.63198, 4.28857, 0.163086)
transform = Transform3D(1, 0, 0, 0, 0.947317, -0.320299, 0, 0.320299, 0.947317, 20.8969, -0.597687, -7.62188)
size = Vector3(16.9418, 8.64539, 28.0487)
[node name="Environment" type="Node" parent="."]
[node name="Lights" type="Node" parent="."]
[node name="WorldEnvironment" type="WorldEnvironment" parent="Environment"]
[node name="WorldEnvironment" type="WorldEnvironment" parent="Lights"]
environment = SubResource("Environment_wctar")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Environment"]
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="Lights"]
transform = Transform3D(0.994881, 0.0858869, -0.0532522, 0, 0.526956, 0.849893, 0.101056, -0.845542, 0.524258, 0, 0, 0)
light_energy = 0.75
light_energy = 0.25
[node name="OmniLight3D" type="OmniLight3D" parent="Lights"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 10.146554, 1.2765431, -18.274324)
light_color = Color(1, 0, 1, 1)
light_energy = 2.0
[node name="OmniLight3D2" type="OmniLight3D" parent="Lights"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 10.303826, 1.2765431, -23.304775)
light_negative = true
[node name="MainCamera" parent="." instance=ExtResource("3_74lek")]
transform = Transform3D(0.866025, -0.321394, 0.383022, 0, 0.766044, 0.642788, -0.5, -0.55667, 0.663414, 4.894, 6.43, 6.963)

View File

@@ -11,11 +11,11 @@ group_uniforms BaseProperties;
#if USE_ALPHA_CUTOFF
uniform float alpha_cutoff : hint_range(0.0, 1.0) = 0.5;
#endif
uniform vec4 color : source_color = vec4(0.7, 0.12, 0.86, 1.0);
uniform vec4 color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
uniform sampler2D base_texture : source_color;
uniform vec4 specular : source_color = vec4(0.3, 0.3, 0.3, 0.5);
uniform vec4 specular : source_color = vec4(1.0, 1.0, 1.0, 0.0);
uniform sampler2D specular_texture : hint_default_white;
uniform vec4 fresnel : source_color = vec4(0.2, 0.2, 0.2, 0.3);
uniform vec4 fresnel : source_color = vec4(1.0, 1.0, 1.0, 0.75);
uniform sampler2D fresnel_texture : hint_default_white;
group_uniforms;

View File

@@ -51,11 +51,11 @@ group_uniforms BaseProperties;
#if USE_ALPHA_CUTOFF
uniform float alpha_cutoff : hint_range(0.0, 1.0) = 0.5;
#endif
uniform vec4 color : source_color = vec4(0.7, 0.12, 0.86, 1.0);
uniform vec4 color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
uniform sampler2D base_texture : source_color;
uniform vec4 specular : source_color = vec4(0.3, 0.3, 0.3, 0.5);
uniform vec4 specular : source_color = vec4(1.0, 1.0, 1.0, 0.0);
uniform sampler2D specular_texture : hint_default_white;
uniform vec4 fresnel : source_color = vec4(0.2, 0.2, 0.2, 0.3);
uniform vec4 fresnel : source_color = vec4(1.0, 1.0, 1.0, 0.75);
uniform sampler2D fresnel_texture : hint_default_white;
group_uniforms;

View File

@@ -6,11 +6,11 @@ render_mode cull_disabled;
#include "includes/base_cel_shader.gdshaderinc"
group_uniforms BaseProperties;
uniform vec4 color : source_color = vec4(0.7, 0.12, 0.86, 1.0);
uniform vec4 color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
uniform sampler2D base_texture : source_color;
uniform vec4 specular : source_color = vec4(0.3, 0.3, 0.3, 0.5);
uniform vec4 specular : source_color = vec4(1.0, 1.0, 1.0, 0.0);
uniform sampler2D specular_texture : hint_default_white;
uniform vec4 fresnel : source_color = vec4(0.2, 0.2, 0.2, 0.3);
uniform vec4 fresnel : source_color = vec4(1.0, 1.0, 1.0, 0.75);
uniform sampler2D fresnel_texture : hint_default_white;
group_uniforms;