diff --git a/resources/entities/characters/batrix/batrix_bat_mat.tres b/resources/entities/characters/batrix/batrix_bat_mat.tres index 0a23fb6..05854f8 100644 --- a/resources/entities/characters/batrix/batrix_bat_mat.tres +++ b/resources/entities/characters/batrix/batrix_bat_mat.tres @@ -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) diff --git a/resources/entities/characters/batrix/batrix_mat.tres b/resources/entities/characters/batrix/batrix_mat.tres index 50ccec8..df52445 100644 --- a/resources/entities/characters/batrix/batrix_mat.tres +++ b/resources/entities/characters/batrix/batrix_mat.tres @@ -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) diff --git a/resources/entities/characters/mint/mint_mat.tres b/resources/entities/characters/mint/mint_mat.tres index c010d67..16092e9 100644 --- a/resources/entities/characters/mint/mint_mat.tres +++ b/resources/entities/characters/mint/mint_mat.tres @@ -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) diff --git a/resources/entities/characters/mint/mint_racket_mat.tres b/resources/entities/characters/mint/mint_racket_mat.tres index f222261..7e1cd6b 100644 --- a/resources/entities/characters/mint/mint_racket_mat.tres +++ b/resources/entities/characters/mint/mint_racket_mat.tres @@ -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) diff --git a/scenes/test.tscn b/scenes/test.tscn index 3124c75..7dfff2d 100644 --- a/scenes/test.tscn +++ b/scenes/test.tscn @@ -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) diff --git a/shaders/cel_shader/cel_shader_alpha_cutout.gdshader b/shaders/cel_shader/cel_shader_alpha_cutout.gdshader index d9d7900..8bf127d 100644 --- a/shaders/cel_shader/cel_shader_alpha_cutout.gdshader +++ b/shaders/cel_shader/cel_shader_alpha_cutout.gdshader @@ -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; diff --git a/shaders/cel_shader/cel_shader_base.gdshader b/shaders/cel_shader/cel_shader_base.gdshader index 95db7bd..57a8520 100644 --- a/shaders/cel_shader/cel_shader_base.gdshader +++ b/shaders/cel_shader/cel_shader_base.gdshader @@ -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; diff --git a/shaders/cel_shader/cel_shader_no_culling.gdshader b/shaders/cel_shader/cel_shader_no_culling.gdshader index 83e54d6..df3f291 100644 --- a/shaders/cel_shader/cel_shader_no_culling.gdshader +++ b/shaders/cel_shader/cel_shader_no_culling.gdshader @@ -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;