[gd_resource type="ShaderMaterial" load_steps=8 format=3 uid="uid://djvstk5qjvdan"] [ext_resource type="Shader" uid="uid://bded0c7emuh61" path="res://ocean/ocean.gdshader" id="1_u0w43"] [sub_resource type="FastNoiseLite" id="FastNoiseLite_u0w43"] noise_type = 3 frequency = 0.035 [sub_resource type="NoiseTexture2D" id="NoiseTexture2D_mf4pf"] seamless = true as_normal_map = true bump_strength = 1.6 noise = SubResource("FastNoiseLite_u0w43") [sub_resource type="FastNoiseLite" id="FastNoiseLite_3qqsl"] noise_type = 0 seed = 22 frequency = 0.003 fractal_lacunarity = 1.6 fractal_gain = 0.47 fractal_weighted_strength = 0.53 [sub_resource type="NoiseTexture2D" id="NoiseTexture2D_nojbg"] seamless = true seamless_blend_skirt = 0.532 as_normal_map = true bump_strength = 21.8 noise = SubResource("FastNoiseLite_3qqsl") [sub_resource type="FastNoiseLite" id="FastNoiseLite_xta2c"] noise_type = 2 fractal_type = 2 fractal_gain = 0.34 fractal_weighted_strength = 0.6 [sub_resource type="NoiseTexture2D" id="NoiseTexture2D_0vxpe"] seamless = true noise = SubResource("FastNoiseLite_xta2c") [resource] resource_name = "PlaneMesh_Current" render_priority = 0 shader = ExtResource("1_u0w43") 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 = 0.285 shader_parameter/metallic = 0.0 shader_parameter/roughness = 0.02 shader_parameter/texture_normal = SubResource("NoiseTexture2D_mf4pf") shader_parameter/texture_normal2 = SubResource("NoiseTexture2D_nojbg") shader_parameter/wave = SubResource("NoiseTexture2D_0vxpe") shader_parameter/wave_time = 0.0 shader_parameter/wave_direction = Vector2(0.8, 0) shader_parameter/wave_2_direction = Vector2(0, 2) shader_parameter/time_scale = 0.01 shader_parameter/wave_speed = 0.05 shader_parameter/noise_scale = 15.0 shader_parameter/height_scale = 1.08 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(0.111197, 0.111197, 0.111197, 1)