[gd_resource type="ShaderMaterial" load_steps=8 format=3 uid="uid://cf3lxmfb2d7c8"] [ext_resource type="Shader" uid="uid://ts0b536y5vcd" path="res://Ocean/OceanTile.gdshader" id="1_sqira"] [sub_resource type="FastNoiseLite" id="FastNoiseLite_sqira"] noise_type = 3 frequency = 0.035 [sub_resource type="NoiseTexture2D" id="NoiseTexture2D_d50os"] seamless = true as_normal_map = true bump_strength = 2.0 noise = SubResource("FastNoiseLite_sqira") [sub_resource type="FastNoiseLite" id="FastNoiseLite_d50os"] noise_type = 0 seed = 22 frequency = 0.0072 fractal_lacunarity = 1.6 fractal_gain = 0.45 fractal_weighted_strength = 0.55 [sub_resource type="NoiseTexture2D" id="NoiseTexture2D_ca8p6"] seamless = true seamless_blend_skirt = 0.532 as_normal_map = true bump_strength = 21.0 noise = SubResource("FastNoiseLite_d50os") [sub_resource type="FastNoiseLite" id="FastNoiseLite_ca8p6"] noise_type = 2 fractal_type = 2 fractal_gain = 0.34 fractal_weighted_strength = 0.6 [sub_resource type="NoiseTexture2D" id="NoiseTexture2D_cuet1"] seamless = true noise = SubResource("FastNoiseLite_ca8p6") [resource] resource_name = "OceanTileShader" render_priority = 0 shader = ExtResource("1_sqira") shader_parameter/albedo = Color(0, 0.32, 0.43, 1) shader_parameter/albedo2 = Color(0, 0.47, 0.76, 1) shader_parameter/color_deep = Color(0.11, 0.29, 0.33, 1) shader_parameter/color_shallow = Color(1, 1, 1, 1) shader_parameter/shore_fade = 0.165 shader_parameter/shore_intensity = 0.7 shader_parameter/metallic = 0.0 shader_parameter/roughness = 0.02 shader_parameter/texture_normal = SubResource("NoiseTexture2D_d50os") shader_parameter/texture_normal2 = SubResource("NoiseTexture2D_ca8p6") shader_parameter/wave = SubResource("NoiseTexture2D_cuet1") shader_parameter/wave_time = 46.1837 shader_parameter/wave_direction = Vector2(2, 0) shader_parameter/wave_2_direction = Vector2(0, 0.9) shader_parameter/time_scale = 0.02 shader_parameter/wave_speed = 0.05 shader_parameter/noise_scale = 15.0 shader_parameter/height_scale = 0.5 shader_parameter/beers_law = 2.0 shader_parameter/depth_offset = -0.75 shader_parameter/edge_scale = 0.1 shader_parameter/near = 0.5 shader_parameter/far = 100.0 shader_parameter/edge_color = Color(0, 0, 0, 1)