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[gd_resource type="Environment" load_steps=8 format=3 uid="uid://bsg17rom7hmrb"]

[sub_resource type="Shader" id="Shader_18b1f"]
code = "// NOTE: Shader automatically converted from Godot Engine 4.0.alpha3's PanoramaSkyMaterial.
shader_type sky;

uniform sampler2D sky_texture : filter_linear;
uniform sampler2D flow_texture : hint_normal;
uniform sampler2D noise_texture;

void sky() {
    float noise = texture(noise_texture, SKY_COORDS).r;
    float time = TIME * .1 + noise;
    
    vec2 flow_vectors = (texture(flow_texture, SKY_COORDS).rg - .5) * 2.0;
    float timer1 = fract(time);
    float timer2 = fract(time + 0.5);
    float mix_timer = min(fract(time), 1.0 - fract(time)) * 2.0;
    
    vec4 color1 = texture(sky_texture, SKY_COORDS + flow_vectors * timer1 * .03);
    vec4 color2 = texture(sky_texture, SKY_COORDS + flow_vectors * timer2 * .03);
    
    vec4 final_color = mix(color2, color1, mix_timer);
    
    COLOR = final_color.rgb;
}"

[sub_resource type="CompressedTexture2D" id="CompressedTexture2D_edjfr"]

[sub_resource type="FastNoiseLite" id="FastNoiseLite_naxpu"]

[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_a2b1s"]
noise = SubResource("FastNoiseLite_naxpu")

[sub_resource type="CompressedTexture2D" id="CompressedTexture2D_nda5t"]

[sub_resource type="ShaderMaterial" id="ShaderMaterial_gaoht"]
shader = SubResource("Shader_18b1f")
shader_parameter/sky_texture = SubResource("CompressedTexture2D_nda5t")
shader_parameter/flow_texture = SubResource("CompressedTexture2D_edjfr")
shader_parameter/noise_texture = SubResource("NoiseTexture2D_a2b1s")

[sub_resource type="Sky" id="Sky_xke1b"]
sky_material = SubResource("ShaderMaterial_gaoht")

[resource]
background_mode = 2
sky = SubResource("Sky_xke1b")
ambient_light_source = 3
reflected_light_source = 2
tonemap_mode = 2
tonemap_white = 1.2
ssao_enabled = true
ssao_light_affect = 0.3
ssil_enabled = true
glow_enabled = true
glow_normalized = true
glow_strength = 0.5
glow_bloom = 0.04
glow_blend_mode = 0
volumetric_fog_density = 0.04
volumetric_fog_albedo = Color(0.662745, 0.866667, 1, 1)
volumetric_fog_emission = Color(0, 0.537255, 0.890196, 1)
volumetric_fog_sky_affect = 0.8