reversed tubes on the hub, other hub world tweaks

This commit is contained in:
Derek
2025-03-30 12:57:11 -05:00
parent d64ef7ccde
commit 757b2df6b3
16 changed files with 208 additions and 100 deletions

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[gd_resource type="ShaderMaterial" load_steps=5 format=3 uid="uid://bb0beroi2p3gd"]
[ext_resource type="Shader" uid="uid://igy6srcqsvi8" path="res://assets/materials/frostedGlass.gdshader" id="1_thve0"]
[sub_resource type="Gradient" id="Gradient_thve0"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_748hl"]
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_0bs8y"]
color_ramp = SubResource("Gradient_thve0")
noise = SubResource("FastNoiseLite_748hl")
[resource]
shader = ExtResource("1_thve0")
shader_parameter/warp_texture = SubResource("NoiseTexture2D_0bs8y")
shader_parameter/intensity = 0.01
shader_parameter/tint_color = Color(0, 0, 0, 0)
shader_parameter/tint_amount = 0.4

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shader_type canvas_item;
// mipmap is neaded for textureLod
uniform sampler2D screen_texture: hint_screen_texture, repeat_disable, filter_nearest_mipmap;
// works better as a normal with warping
uniform sampler2D warp_texture: repeat_enable;
uniform float intensity: hint_range(0.0, 0.3) = 0.01;
uniform vec4 tint_color: source_color = vec4(0.0, 0.0, 0.0, 1.0);
uniform float tint_amount: hint_range(0.0, 1.0) = 0.4;
void fragment() {
// get our normal warp
vec2 warp = texture(warp_texture, UV).xy - 0.5;
// sample based on warp and intensity and blur based on intensity
vec4 screen = textureLod(screen_texture, UV + warp * intensity, intensity * 4.0);
// tint our image
screen = mix(screen, tint_color, tint_amount);
// get a random-ish value for some speckle noise
float noise = fract(sin(dot(UV, vec2(12.9898, 78.233))) * 43758.5453);
// light diffusion for glass shape highlights
float diff = max(dot(warp, normalize(vec2(1.0, 1.0))), 0.0);
// apply diffusion based on intensity
screen += diff * intensity;
// apply speckle noise based on intensity
screen += noise * intensity;
// yarp
COLOR = screen;
}

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uid://igy6srcqsvi8

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[gd_resource type="StandardMaterial3D" format=3 uid="uid://hg5phpsguoh5"]
[gd_resource type="StandardMaterial3D" load_steps=7 format=3 uid="uid://hg5phpsguoh5"]
[sub_resource type="Gradient" id="Gradient_wmskm"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_cprqi"]
noise_type = 2
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_twkyn"]
width = 1024
height = 1024
as_normal_map = true
color_ramp = SubResource("Gradient_wmskm")
noise = SubResource("FastNoiseLite_cprqi")
[sub_resource type="Gradient" id="Gradient_vbylo"]
offsets = PackedFloat32Array(0.42069, 0.993103, 1)
colors = PackedColorArray(0, 0, 0, 1, 0.926175, 0.926175, 0.926175, 1, 1, 1, 1, 1)
[sub_resource type="FastNoiseLite" id="FastNoiseLite_wmskm"]
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_cprqi"]
width = 1024
height = 1024
seamless = true
color_ramp = SubResource("Gradient_vbylo")
noise = SubResource("FastNoiseLite_wmskm")
[resource]
transparency = 1
cull_mode = 2
albedo_color = Color(0.6364, 0.763107, 0.86, 0.352941)
albedo_color = Color(0.1782, 0.55728, 0.81, 0.568627)
metallic = 1.0
roughness = 0.0
backlight_enabled = true
metallic_specular = 1.0
roughness_texture = SubResource("NoiseTexture2D_cprqi")
normal_enabled = true
normal_scale = 0.1
normal_texture = SubResource("NoiseTexture2D_twkyn")
backlight = Color(1, 1, 1, 1)
refraction_enabled = true
uv1_scale = Vector3(0.08, 0.08, 0.08)
uv1_triplanar = true