[gd_resource type="VisualShader" load_steps=57 format=3 uid="uid://8su6ti3hlgpy"] [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_eslgf"] operator = 2 [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_u8qml"] [sub_resource type="VisualShaderNodeComment" id="VisualShaderNodeComment_1n6h4"] size = Vector2(1961.08, 947.632) title = "Detail Noise" [sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_7wfef"] input_name = "time" [sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_y60id"] input_name = "uv" [sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_pt86f"] default_input_values = [0, Vector2(0, 0), 1, Vector2(0, 0)] op_type = 0 operator = 2 [sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_p2bsf"] parameter_name = "detail_water_speed" default_value_enabled = true default_value = 0.002 [sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_ml4ab"] default_input_values = [0, Vector2(0, 0), 1, Vector2(0, 0)] op_type = 0 [sub_resource type="FastNoiseLite" id="FastNoiseLite_ql8q5"] noise_type = 2 frequency = 0.75 fractal_type = 0 cellular_distance_function = 1 cellular_jitter = 1.0 [sub_resource type="NoiseTexture2D" id="NoiseTexture2D_kb3i2"] seamless = true noise = SubResource("FastNoiseLite_ql8q5") [sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_ngw8e"] texture = SubResource("NoiseTexture2D_kb3i2") [sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_a6mhs"] parameter_name = "foam_threshold" default_value_enabled = true default_value = 0.5 [sub_resource type="VisualShaderNodeStep" id="VisualShaderNodeStep_07sk8"] default_input_values = [0, 0.666, 1, 0.0] [sub_resource type="VisualShaderNodeMix" id="VisualShaderNodeMix_5gm3l"] default_input_values = [0, Quaternion(0, 0, 0, 0), 1, Quaternion(1, 1, 1, 1), 2, 0.5] op_type = 6 [sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_amub1"] parameter_name = "water_color" default_value_enabled = true default_value = Color(0, 0.341783, 0.638043, 1) [sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_3evsr"] parameter_name = "foam_color" default_value_enabled = true [sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_40p55"] constant = 0.6 [sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_lxkfi"] function = 31 [sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_ke10c"] [sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_28lt2"] [sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_0vuo8"] input_name = "time" [sub_resource type="VisualShaderNodeUVFunc" id="VisualShaderNodeUVFunc_shc2h"] default_input_values = [1, Vector2(3, 3), 2, Vector2(0, 0)] [sub_resource type="VisualShaderNodeMix" id="VisualShaderNodeMix_s8e8r"] default_input_values = [0, Quaternion(0, 0, 0, 0), 1, Quaternion(1, 1, 1, 1), 2, Quaternion(0.5, 0.5, 0.5, 0.5)] op_type = 5 [sub_resource type="VisualShaderNodeUVFunc" id="VisualShaderNodeUVFunc_ak4iq"] default_input_values = [1, Vector2(-3, -3), 2, Vector2(0, 0)] [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_3yjg7"] default_input_values = [0, 0.0, 1, 0.002] operator = 2 [sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_j2cca"] constant = 1.0 [sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_5gqkt"] constant = 0.6 [sub_resource type="VisualShaderNodeMix" id="VisualShaderNodeMix_d4ulh"] default_input_values = [0, 0.94, 1, 1.0, 2, 0.5] [sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_hfs2o"] default_input_values = [0, Quaternion(0, 0, 0, 0), 1, Quaternion(1, 1, 1, 1)] op_type = 2 operator = 5 [sub_resource type="VisualShaderNodeProximityFade" id="VisualShaderNodeProximityFade_n4hcr"] [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_07qnl"] default_input_values = [0, 0.0, 1, 48.0] operator = 5 [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_thkes"] [sub_resource type="VisualShaderNodeMultiplyAdd" id="VisualShaderNodeMultiplyAdd_71wjw"] default_input_values = [0, 0.0, 1, 0.4, 2, 0.0] [sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_e10nc"] input_name = "time" [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_sxt31"] default_input_values = [0, 0.0, 1, 4.0] operator = 2 [sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_xo62c"] function = 0 [sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_drpvc"] function = 12 [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_papeo"] operator = 2 [sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_l6qxq"] input_name = "normal" [sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_bjwgk"] input_name = "vertex" [sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_u6vmt"] operator = 1 [sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_qt6m8"] operator = 2 [sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_qovlt"] [sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_t2kaa"] parameter_name = "wave_scale" default_value_enabled = true default_value = 0.2 [sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_relvm"] operator = 2 [sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_ub24v"] function = 12 [sub_resource type="VisualShaderNodeComment" id="VisualShaderNodeComment_4o8y1"] size = Vector2(2029.8, 1308.18) title = "Scrolling Noise" [sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_gu7qa"] input_name = "time" [sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_k2mpj"] input_name = "uv" [sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_6vl07"] default_input_values = [0, Vector2(0, 0), 1, Vector2(0, 0)] op_type = 0 [sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_a03y7"] parameter_name = "water_speed2" default_value_enabled = true default_value = 0.003 [sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_w7nrt"] default_input_values = [0, Vector2(0, 0), 1, Vector2(0, 0)] op_type = 0 operator = 2 [sub_resource type="FastNoiseLite" id="FastNoiseLite_11yi2"] fractal_type = 3 domain_warp_enabled = true [sub_resource type="NoiseTexture2D" id="NoiseTexture2D_8rwkj"] seamless = true noise = SubResource("FastNoiseLite_11yi2") [sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_5gkum"] source = 5 texture = SubResource("NoiseTexture2D_8rwkj") [sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_mjb0g"] parameter_name = "main_noise2" [resource] code = "shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_toon, specular_schlick_ggx; uniform float wave_scale = 0.20000000298023; uniform float water_speed2 = 0.00300000002608; uniform sampler2D main_noise2; uniform vec4 water_color : source_color = vec4(0.000000, 0.341783, 0.638043, 1.000000); uniform vec4 foam_color : source_color = vec4(1.000000, 1.000000, 1.000000, 1.000000); uniform float foam_threshold = 0.5; uniform float detail_water_speed = 0.00200000009499; uniform sampler2D tex_frg_36; uniform sampler2D depth_tex_frg_91 : hint_depth_texture; uniform sampler2D tex_frg_63; uniform sampler2D tex_frg_64; void vertex() { // FloatParameter:15 float n_out15p0 = wave_scale; // FloatParameter:6 float n_out6p0 = water_speed2; // Input:3 float n_out3p0 = TIME; // VectorOp:7 vec2 n_out7p0 = vec2(n_out6p0) * vec2(n_out3p0); // Input:4 vec2 n_out4p0 = UV; // VectorOp:5 vec2 n_out5p0 = n_out7p0 + n_out4p0; vec4 n_out8p0; // Texture2D:8 n_out8p0 = texture(main_noise2, n_out5p0); // VectorDecompose:14 float n_out14p0 = vec3(n_out8p0.xyz).x; float n_out14p1 = vec3(n_out8p0.xyz).y; float n_out14p2 = vec3(n_out8p0.xyz).z; // FloatFunc:17 float n_out17p0 = abs(n_out14p0); // FloatOp:16 float n_out16p0 = n_out15p0 * n_out17p0; // Input:10 vec3 n_out10p0 = NORMAL; // VectorOp:13 vec3 n_out13p0 = vec3(n_out16p0) * n_out10p0; // Input:11 vec3 n_out11p0 = VERTEX; // VectorOp:12 vec3 n_out12p0 = n_out13p0 - n_out11p0; // Output:0 VERTEX = n_out12p0; } void fragment() { // ColorParameter:59 vec4 n_out59p0 = water_color; // ColorParameter:60 vec4 n_out60p0 = foam_color; // FloatParameter:39 float n_out39p0 = foam_threshold; // FloatParameter:34 float n_out34p0 = detail_water_speed; // Input:31 float n_out31p0 = TIME; // VectorOp:33 vec2 n_out33p0 = vec2(n_out34p0) * vec2(n_out31p0); // Input:32 vec2 n_out32p0 = UV; // VectorOp:35 vec2 n_out35p0 = n_out33p0 + n_out32p0; // Texture2D:36 vec4 n_out36p0 = texture(tex_frg_36, n_out35p0); float n_out91p0; // ProximityFade:91 float n_in91p0 = 1.00000; { float __depth_tex = texture(depth_tex_frg_91, SCREEN_UV).r; vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0); __depth_world_pos.xyz /= __depth_world_pos.w; n_out91p0 = clamp(1.0 - smoothstep(__depth_world_pos.z + n_in91p0, __depth_world_pos.z, VERTEX.z), 0.0, 1.0); } // FloatFunc:62 float n_out62p0 = 1.0 - n_out91p0; // FloatOp:100 float n_out100p0 = n_out36p0.x * n_out62p0; // Input:95 float n_out95p0 = TIME; // MultiplyAdd:94 float n_in94p1 = 0.40000; float n_out94p0 = fma(n_out95p0, n_in94p1, n_out62p0); // FloatOp:96 float n_in96p1 = 4.00000; float n_out96p0 = n_out94p0 * n_in96p1; // FloatFunc:97 float n_out97p0 = sin(n_out96p0); // FloatFunc:98 float n_out98p0 = abs(n_out97p0); // FloatOp:99 float n_out99p0 = n_out98p0 * n_out62p0; // FloatOp:92 float n_in92p1 = 48.00000; float n_out92p0 = pow(n_out62p0, n_in92p1); // FloatOp:93 float n_out93p0 = n_out99p0 + n_out92p0; // FloatOp:101 float n_out101p0 = n_out100p0 + n_out93p0; // Step:55 float n_out55p0 = step(n_out39p0, n_out101p0); // Mix:56 vec4 n_out56p0 = mix(n_out59p0, n_out60p0, n_out55p0); // Mix:75 float n_in75p0 = 0.94000; float n_in75p1 = 1.00000; float n_out75p0 = mix(n_in75p0, n_in75p1, n_out55p0); // FloatConstant:61 float n_out61p0 = 0.600000; // FloatConstant:74 float n_out74p0 = 0.600000; // FloatConstant:72 float n_out72p0 = 1.000000; // Input:66 float n_out66p0 = TIME; // FloatOp:71 float n_in71p1 = 0.00200; float n_out71p0 = n_out66p0 * n_in71p1; // UVFunc:70 vec2 n_in70p1 = vec2(-3.00000, -3.00000); vec2 n_out70p0 = vec2(n_out71p0) * n_in70p1 + UV; // Texture2D:63 vec4 n_out63p0 = texture(tex_frg_63, n_out70p0); // UVFunc:68 vec2 n_in68p1 = vec2(3.00000, 3.00000); vec2 n_out68p0 = vec2(n_out71p0) * n_in68p1 + UV; // Texture2D:64 vec4 n_out64p0 = texture(tex_frg_64, n_out68p0); // Mix:69 vec4 n_in69p2 = vec4(0.50000, 0.50000, 0.50000, 0.50000); vec4 n_out69p0 = mix(n_out63p0, n_out64p0, n_in69p2); // VectorOp:90 vec4 n_in90p1 = vec4(1.00000, 1.00000, 1.00000, 1.00000); vec4 n_out90p0 = pow(n_out69p0, n_in90p1); // Output:0 ALBEDO = vec3(n_out56p0.xyz); ALPHA = n_out75p0; METALLIC = n_out61p0; ROUGHNESS = n_out74p0; SPECULAR = n_out72p0; NORMAL_MAP = vec3(n_out90p0.xyz); } " graph_offset = Vector2(1284.03, -340.084) modes/diffuse = 3 nodes/vertex/0/position = Vector2(6740, -20) nodes/vertex/2/node = SubResource("VisualShaderNodeComment_4o8y1") nodes/vertex/2/position = Vector2(1924.58, -428.571) nodes/vertex/3/node = SubResource("VisualShaderNodeInput_gu7qa") nodes/vertex/3/position = Vector2(2004.58, 131.429) nodes/vertex/4/node = SubResource("VisualShaderNodeInput_k2mpj") nodes/vertex/4/position = Vector2(1964.58, 291.429) nodes/vertex/5/node = SubResource("VisualShaderNodeVectorOp_6vl07") nodes/vertex/5/position = Vector2(3124.58, -148.571) nodes/vertex/6/node = SubResource("VisualShaderNodeFloatParameter_a03y7") nodes/vertex/6/position = Vector2(2004.58, -308.571) nodes/vertex/7/node = SubResource("VisualShaderNodeVectorOp_w7nrt") nodes/vertex/7/position = Vector2(2764.58, -308.571) nodes/vertex/8/node = SubResource("VisualShaderNodeTexture_5gkum") nodes/vertex/8/position = Vector2(3504.58, -148.571) nodes/vertex/9/node = SubResource("VisualShaderNodeTexture2DParameter_mjb0g") nodes/vertex/9/position = Vector2(2824.58, 351.429) nodes/vertex/10/node = SubResource("VisualShaderNodeInput_l6qxq") nodes/vertex/10/position = Vector2(4060, 200) nodes/vertex/11/node = SubResource("VisualShaderNodeInput_bjwgk") nodes/vertex/11/position = Vector2(4040, 540) nodes/vertex/12/node = SubResource("VisualShaderNodeVectorOp_u6vmt") nodes/vertex/12/position = Vector2(6080, -40) nodes/vertex/13/node = SubResource("VisualShaderNodeVectorOp_qt6m8") nodes/vertex/13/position = Vector2(5760, -400) nodes/vertex/14/node = SubResource("VisualShaderNodeVectorDecompose_qovlt") nodes/vertex/14/position = Vector2(4180, -400) nodes/vertex/15/node = SubResource("VisualShaderNodeFloatParameter_t2kaa") nodes/vertex/15/position = Vector2(3980, -900) nodes/vertex/16/node = SubResource("VisualShaderNodeFloatOp_relvm") nodes/vertex/16/position = Vector2(5340, -620) nodes/vertex/17/node = SubResource("VisualShaderNodeFloatFunc_ub24v") nodes/vertex/17/position = Vector2(4680, -400) nodes/vertex/connections = PackedInt32Array(5, 0, 8, 0, 4, 0, 5, 1, 6, 0, 7, 0, 3, 0, 7, 1, 7, 0, 5, 0, 9, 0, 8, 2, 10, 0, 13, 1, 13, 0, 12, 0, 11, 0, 12, 1, 12, 0, 0, 0, 8, 0, 14, 0, 15, 0, 16, 0, 16, 0, 13, 0, 14, 0, 17, 0, 17, 0, 16, 1) nodes/fragment/0/position = Vector2(9060, -1560) nodes/fragment/30/node = SubResource("VisualShaderNodeComment_1n6h4") nodes/fragment/30/position = Vector2(780, -2960) nodes/fragment/31/node = SubResource("VisualShaderNodeInput_7wfef") nodes/fragment/31/position = Vector2(860, 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SubResource("VisualShaderNodeFloatOp_07qnl") nodes/fragment/92/position = Vector2(4020, -1340) nodes/fragment/93/node = SubResource("VisualShaderNodeFloatOp_thkes") nodes/fragment/93/position = Vector2(5120, -1680) nodes/fragment/94/node = SubResource("VisualShaderNodeMultiplyAdd_71wjw") nodes/fragment/94/position = Vector2(3000, -1720) nodes/fragment/95/node = SubResource("VisualShaderNodeInput_e10nc") nodes/fragment/95/position = Vector2(2100, -1740) nodes/fragment/96/node = SubResource("VisualShaderNodeFloatOp_sxt31") nodes/fragment/96/position = Vector2(3320, -1800) nodes/fragment/97/node = SubResource("VisualShaderNodeFloatFunc_xo62c") nodes/fragment/97/position = Vector2(3620, -1780) nodes/fragment/98/node = SubResource("VisualShaderNodeFloatFunc_drpvc") nodes/fragment/98/position = Vector2(4160, -1780) nodes/fragment/99/node = SubResource("VisualShaderNodeFloatOp_papeo") nodes/fragment/99/position = Vector2(4540, -1700) nodes/fragment/100/node = 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