ChronoChamber/Levels/TestZone.tscn

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[gd_scene load_steps=12 format=3 uid="uid://bojbawyoy11i4"]
[ext_resource type="Script" path="res://Scripts/Player.gd" id="2_0sf88"]
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[ext_resource type="Material" uid="uid://cr4ra7ijk1uec" path="res://Assets/Materials/floor.tres" id="2_8fy0v"]
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[sub_resource type="Shader" id="Shader_gv186"]
code = "shader_type spatial;
#define USE_ALPHA 0
#define USE_ALPHA_CUTOFF 0
#define USE_EMISSION 0
#define USE_REFLECTIONS 0
#define USE_NORMAL_MAP 0
#define USE_OCCLUSION 0
#define USE_ANISOTROPY 0
#define USE_BACKLIGHT 0
#define USE_REFRACTION 0
#if USE_ALPHA
render_mode depth_draw_always;
#endif
#include \"includes/base-cel-shader.gdshaderinc\"
#if USE_EMISSION
#include \"includes/emission.gdshaderinc\"
#endif
#if USE_REFLECTIONS
#include \"includes/reflections.gdshaderinc\"
#endif
#if USE_NORMAL_MAP
#include \"includes/normal-map.gdshaderinc\"
#endif
#if USE_OCCLUSION
#include \"includes/occlusion.gdshaderinc\"
#endif
#if USE_ANISOTROPY
#include \"includes/anisotropy.gdshaderinc\"
#endif
#if USE_BACKLIGHT
#include \"includes/backlight.gdshaderinc\"
#endif
#if USE_REFRACTION
#include \"includes/refraction.gdshaderinc\"
#elif !USE_REFRACTION && USE_ALPHA
#include \"includes/transparency.gdshaderinc\"
#endif
group_uniforms BaseProperties;
#if USE_ALPHA_CUTOFF
uniform float alpha_cutoff: hint_range(0.0, 1.0) = 0.5;
#endif
uniform vec4 color: source_color = vec4(0.7, 0.12, 0.86, 1.0);
uniform sampler2D base_texture: source_color;
uniform vec4 specular: source_color = vec4(0.3, 0.3, 0.3, 0.5);
uniform sampler2D specular_texture: hint_default_white;
uniform vec4 fresnel: source_color = vec4(0.2, 0.2, 0.2, 0.3);
uniform sampler2D fresnel_texture: hint_default_white;
group_uniforms;
varying vec3 SPECULAR_COLOR;
varying float SPECULAR_STRENGTH;
varying vec3 FRESNEL_COLOR;
varying float FRESNEL_STRENGTH;
group_uniforms Tiling;
uniform vec2 uv_scale = vec2(1,1);
uniform vec2 uv_offset = vec2(0,0);
group_uniforms;
void vertex() {
UV = UV * uv_scale.xy + uv_offset.xy;
}
void fragment() {
ALBEDO = color.rgb * texture(base_texture, UV).rgb;
#if USE_ALPHA
float alpha = color.a * texture(base_texture, UV).a;
ALBEDO *= alpha;
#elif USE_ALPHA_CUTOFF
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_STRENGTH = specular.a * texture(specular_texture, UV).a;
FRESNEL_COLOR = fresnel.rgb * texture(fresnel_texture, UV).rgb;
FRESNEL_STRENGTH = 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
}
void light() {
#if USE_BACKLIGHT
DIFFUSE_LIGHT += backlight_diffuse(
ALBEDO,
LIGHT_COLOR,
LIGHT,
NORMAL,
ATTENUATION,
BACKLIGHT
);
#else
DIFFUSE_LIGHT += diffuse_light(
ALBEDO,
LIGHT_COLOR,
LIGHT,
NORMAL,
ATTENUATION
);
#endif
#if USE_ANISOTROPY
SPECULAR_LIGHT += anisotropy_specular(
LIGHT_COLOR,
SPECULAR_COLOR,
SPECULAR_STRENGTH,
NORMAL,
VIEW,
LIGHT,
ATTENUATION,
UV,
ANISOTROPY_DIR,
ANISOTROPY_RATIO
);
#else
SPECULAR_LIGHT += specular_light(
LIGHT_COLOR,
SPECULAR_COLOR,
SPECULAR_STRENGTH,
NORMAL,
VIEW,
LIGHT,
ATTENUATION
);
#endif
SPECULAR_LIGHT += fresnel_light(
LIGHT_COLOR,
FRESNEL_COLOR,
FRESNEL_STRENGTH,
NORMAL,
VIEW,
LIGHT,
ATTENUATION
);
}
"
[sub_resource type="ShaderMaterial" id="ShaderMaterial_0th4j"]
render_priority = 0
shader = SubResource("Shader_gv186")
shader_parameter/color = Color(1, 1, 1, 1)
shader_parameter/specular = Color(0.3, 0.3, 0.3, 0.5)
shader_parameter/fresnel = Color(0.2, 0.2, 0.2, 0.3)
shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/uv_offset = Vector2(0, 0)
[sub_resource type="BoxMesh" id="BoxMesh_67chd"]
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material = SubResource("ShaderMaterial_0th4j")
size = Vector3(10, 1, 10)
[sub_resource type="ConcavePolygonShape3D" id="ConcavePolygonShape3D_drsh3"]
data = PackedVector3Array(-5, 0.5, 5, 5, 0.5, 5, -5, -0.5, 5, 5, 0.5, 5, 5, -0.5, 5, -5, -0.5, 5, 5, 0.5, -5, -5, 0.5, -5, 5, -0.5, -5, -5, 0.5, -5, -5, -0.5, -5, 5, -0.5, -5, 5, 0.5, 5, 5, 0.5, -5, 5, -0.5, 5, 5, 0.5, -5, 5, -0.5, -5, 5, -0.5, 5, -5, 0.5, -5, -5, 0.5, 5, -5, -0.5, -5, -5, 0.5, 5, -5, -0.5, 5, -5, -0.5, -5, 5, 0.5, 5, -5, 0.5, 5, 5, 0.5, -5, -5, 0.5, 5, -5, 0.5, -5, 5, 0.5, -5, -5, -0.5, 5, 5, -0.5, 5, -5, -0.5, -5, 5, -0.5, 5, 5, -0.5, -5, -5, -0.5, -5)
[sub_resource type="CapsuleMesh" id="CapsuleMesh_5q2rg"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_a6eig"]
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[sub_resource type="BoxMesh" id="BoxMesh_21vdj"]
material = ExtResource("2_8fy0v")
[sub_resource type="BoxShape3D" id="BoxShape3D_nndy8"]
[sub_resource type="MeshLibrary" id="MeshLibrary_udrkc"]
item/0/name = "dsa"
item/0/mesh = SubResource("BoxMesh_21vdj")
item/0/mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/0/shapes = [SubResource("BoxShape3D_nndy8"), Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)]
item/0/navigation_mesh_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
item/0/navigation_layers = 1
[node name="TestZone" type="Node3D"]
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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process_mode = 4
visible = false
mesh = SubResource("BoxMesh_67chd")
[node name="StaticBody3D" type="StaticBody3D" parent="MeshInstance3D"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="MeshInstance3D/StaticBody3D"]
shape = SubResource("ConcavePolygonShape3D_drsh3")
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[node name="MeshInstance3D2" type="MeshInstance3D" parent="."]
process_mode = 4
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.95936, 0.687725, -3.34325)
visible = false
mesh = SubResource("BoxMesh_67chd")
[node name="StaticBody3D" type="StaticBody3D" parent="MeshInstance3D2"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="MeshInstance3D2/StaticBody3D"]
shape = SubResource("ConcavePolygonShape3D_drsh3")
[node name="Player" type="CharacterBody3D" parent="." node_paths=PackedStringArray("camera")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.83982, 0)
script = ExtResource("2_0sf88")
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camera = NodePath("Camera3D")
[node name="MeshInstance3D2" type="MeshInstance3D" parent="Player"]
mesh = SubResource("CapsuleMesh_5q2rg")
skeleton = NodePath("../..")
[node name="Camera3D" type="Camera3D" parent="Player"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.621505, 0)
[node name="CollisionShape3D" type="CollisionShape3D" parent="Player"]
shape = SubResource("CapsuleShape3D_a6eig")
[node name="OmniLight3D" type="OmniLight3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3.94042, 0)
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light_color = Color(0.69761, 0.418962, 0.0472636, 1)
omni_range = 15.748
omni_attenuation = 0.210224
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[node name="GridMap" type="GridMap" parent="."]
mesh_library = SubResource("MeshLibrary_udrkc")
cell_size = Vector3(1, 1, 1)
data = {
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}
metadata/_editor_floor_ = Vector3(0, 0, 0)