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test_3d.tscn
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test_3d.tscn
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[gd_scene load_steps=10 format=2]
[ext_resource path="res://terr_test.gd" type="Script" id=1]
[ext_resource path="res://default_env.tres" type="Environment" id=2]
[ext_resource path="res://2dsimplex.tres" type="Shader" id=3]
[sub_resource type="ShaderMaterial" id=3]
shader = ExtResource( 3 )
shader_param/scale = 2.0
shader_param/offset = null
shader_param/C = null
_sections_unfolded = [ "shader_param" ]
[sub_resource type="ImageTexture" id=4]
flags = 0
size = Vector2( 64, 64 )
storage = 0
lossy_quality = 0.7
[sub_resource type="CubeMesh" id=6]
size = Vector3( 1, 4, 1 )
subdivide_width = 0
subdivide_height = 0
subdivide_depth = 0
[sub_resource type="MultiMesh" id=7]
color_format = 2
transform_format = 1
instance_count = 0
mesh = SubResource( 6 )
transform_array = PoolVector3Array( )
color_array = PoolColorArray( )
[sub_resource type="CubeMesh" id=8]
size = Vector3( 64, 1, 64 )
subdivide_width = 0
subdivide_height = 0
subdivide_depth = 0
[sub_resource type="ViewportTexture" id=9]
resource_local_to_scene = true
viewport_path = NodePath("vp")
[node name="test_3d" type="Node"]
script = ExtResource( 1 )
[node name="Camera" type="Camera" parent="."]
transform = Transform( 1, 0, 0, 0, 0.692345, 0.721566, 0, -0.721566, 0.692345, 31.8947, 29.6879, 76.7623 )
projection = 0
fov = 65.0
near = 0.1
far = 100.0
keep_aspect = 1
current = false
cull_mask = 1048575
environment = ExtResource( 2 )
h_offset = 0.0
v_offset = 0.0
doppler/tracking = 0
[node name="DirectionalLight" type="DirectionalLight" parent="."]
transform = Transform( -0.0798968, -0.936213, 0.342231, -0.212843, 0.351434, 0.911697, -0.973814, 0, -0.227345, 0, 13.8878, 0 )
visible = false
layers = 1
light_color = Color( 1, 1, 1, 1 )
light_energy = 1.0
light_negative = false
light_specular = 0.5
light_cull_mask = -1
shadow_enabled = true
shadow_color = Color( 0, 0, 0, 1 )
shadow_bias = 1.0
shadow_contact = 0.0
shadow_max_distance = 200.0
shadow_reverse_cull_face = false
editor_only = false
directional_shadow_mode = 2
directional_shadow_split_1 = 0.1
directional_shadow_split_2 = 0.2
directional_shadow_split_3 = 0.5
directional_shadow_blend_splits = false
directional_shadow_normal_bias = 0.2
_sections_unfolded = [ "Directional Shadow", "Shadow" ]
[node name="OmniLight" type="OmniLight" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 32, 23, 60 )
layers = 1
light_color = Color( 1, 1, 1, 1 )
light_energy = 1.0
light_negative = false
light_specular = 0.5
light_cull_mask = -1
shadow_enabled = true
shadow_color = Color( 0, 0, 0, 1 )
shadow_bias = 0.15
shadow_contact = 0.0
shadow_max_distance = 0.0
shadow_reverse_cull_face = false
editor_only = false
omni_range = 100.0
omni_attenuation = 1.0
omni_shadow_mode = 0
omni_shadow_detail = 1
_sections_unfolded = [ "Omni", "Shadow", "Transform" ]
[node name="vp" type="Viewport" parent="."]
arvr = false
size = Vector2( 64, 64 )
own_world = false
world = null
transparent_bg = false
msaa = 0
hdr = false
disable_3d = false
usage = 2
debug_draw = 0
render_target_v_flip = false
render_target_clear_on_new_frame = true
render_target_update_mode = 2
audio_listener_enable_2d = false
audio_listener_enable_3d = false
physics_object_picking = false
gui_disable_input = false
shadow_atlas_size = 0
shadow_atlas_quad_0 = 2
shadow_atlas_quad_1 = 2
shadow_atlas_quad_2 = 3
shadow_atlas_quad_3 = 4
_sections_unfolded = [ "Render Target", "Rendering" ]
[node name="simplex" type="Sprite" parent="vp"]
material = SubResource( 3 )
texture = SubResource( 4 )
centered = false
_sections_unfolded = [ "Material" ]
[node name="terrain" type="MultiMeshInstance" parent="."]
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
multimesh = SubResource( 7 )
[node name="base" type="MeshInstance" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 32, -1, 32 )
visible = false
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 8 )
skeleton = NodePath("..")
material/0 = null
[node name="test" type="Sprite" parent="."]
position = Vector2( 979.771, 556.209 )
texture = SubResource( 9 )
_sections_unfolded = [ "Material", "Transform", "Visibility" ]