updated jump pad

This commit is contained in:
derek
2025-01-24 16:54:57 -06:00
parent f66b5a81b8
commit f1c5b08c38
33 changed files with 888 additions and 24 deletions

View File

@@ -1,6 +1,6 @@
// ATTENTION
// This shader uses multiple include files! Copying this file alone won't work!
// See https://github.com/eldskald/godot4-cel-shader for all the files!
// See https://github.com/eldskald/godot4-cel-shader for all the files!
shader_type spatial;
@@ -85,47 +85,47 @@ void fragment() {
ALPHA = color.a * texture(base_texture, UV).a;
ALPHA_SCISSOR_THRESHOLD = color.a * texture(base_texture, UV).a;
#endif
#if USE_REFRACTION && USE_ALPHA
EMISSION += refraction_fragment(alpha, NORMAL, SCREEN_UV, FRAGCOORD.z);
#elif !USE_REFRACTION && USE_ALPHA
EMISSION += transparency_fragment(alpha, SCREEN_UV);
#endif
SPECULAR_COLOR = specular.rgb * texture(specular_texture, UV).rgb;
SPECULAR_AMOUNT2 = specular.a * texture(specular_texture, UV).a;
FRESNEL_COLOR = fresnel.rgb * texture(fresnel_texture, UV).rgb;
FRESNEL_AMOUNT = fresnel.a * texture(fresnel_texture, UV).a;
#if USE_EMISSION
EMISSION += emission_fragment(UV);
#endif
#if USE_REFLECTIONS
Surface surf = reflections_fragment(UV);
METALLIC = surf.metallic;
ROUGHNESS = surf.roughness;
#endif
#if USE_NORMAL_MAP
NormalData normal = normal_map_fragment(UV, NORMAL, TANGENT, BINORMAL);
NORMAL = normal.vector;
NORMAL_MAP = normal.map;
NORMAL_MAP_DEPTH = normal.depth;
#endif
#if USE_OCCLUSION
OcclusionData occlusion = occlusion_fragment(UV);
AO = occlusion.ao;
AO_LIGHT_AFFECT = occlusion.ao_light_affect;
#endif
#if USE_ANISOTROPY
AnisotropyData aniso = anisotropy_fragment(UV);
ANISOTROPY_DIR = aniso.direction;
ANISOTROPY_RATIO = aniso.ratio;
#endif
#if USE_BACKLIGHT
BACKLIGHT = backlight_fragment(UV);
#endif
@@ -150,7 +150,7 @@ void light() {
ATTENUATION
);
#endif
#if USE_ANISOTROPY
SPECULAR_LIGHT += anisotropy_specular(
LIGHT_COLOR,