Shader Test

This commit is contained in:
Ryan-WZ
2026-10-13 23:37:09 +08:00
parent f2e06e9dee
commit 877d3bbad0
6 changed files with 876 additions and 11 deletions
+3 -3
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@@ -111,7 +111,7 @@ diffuse_curve={
} }
specular_smoothness={ specular_smoothness={
"type": "float", "type": "float",
"value": 0.05 "value": 10.0
} }
fresnel_smoothness={ fresnel_smoothness={
"type": "float", "type": "float",
@@ -119,9 +119,9 @@ fresnel_smoothness={
} }
outline_width={ outline_width={
"type": "float", "type": "float",
"value": 4.0 "value": 2.0
} }
outline_color={ outline_color={
"type": "color", "type": "color",
"value": Color(0, 0, 0, 1) "value": Color(0.0253638, 0.0253638, 0.025363795, 1)
} }
+1 -1
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@@ -4,7 +4,7 @@ shader_type spatial;
#define USE_ALPHA_CUTOFF 0 // 使用Alpha裁剪(透明镂空) #define USE_ALPHA_CUTOFF 0 // 使用Alpha裁剪(透明镂空)
#define USE_EMISSION 0 // 使用自发光 #define USE_EMISSION 0 // 使用自发光
#define USE_REFLECTIONS 0 // 使用反射 #define USE_REFLECTIONS 0 // 使用反射
#define USE_NORMAL_MAP 0 // 使用法线贴图 #define USE_NORMAL_MAP 1 // 使用法线贴图
#define USE_OCCLUSION 0 // 使用环境光遮蔽(AO贴图) #define USE_OCCLUSION 0 // 使用环境光遮蔽(AO贴图)
#define USE_HEIGHT_MAP 0 // 使用高度贴图(视差) #define USE_HEIGHT_MAP 0 // 使用高度贴图(视差)
#define USE_ANISOTROPY 0 // 使用各向异性 #define USE_ANISOTROPY 0 // 使用各向异性
+4 -4
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@@ -1,8 +1,8 @@
[gd_resource type="GradientTexture1D" format=3 uid="uid://b3fs6dwpeg753"] [gd_resource type="GradientTexture1D" format=3 uid="uid://b3fs6dwpeg753"]
[sub_resource type="Gradient" id="Gradient_67fj6"] [sub_resource type="Gradient" id="Gradient_lxrd8"]
offsets = PackedFloat32Array(0, 0.25754884, 0.6015394) offsets = PackedFloat32Array(0.12706612, 0.13946281, 0.5041322, 0.52272725)
colors = PackedColorArray(0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1) colors = PackedColorArray(0, 0, 0, 1, 0, 0, 0, 1, 0.19793734, 0.19793719, 0.19793719, 1, 1, 1, 1, 1)
[resource] [resource]
gradient = SubResource("Gradient_67fj6") gradient = SubResource("Gradient_lxrd8")
+4 -3
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@@ -11,8 +11,9 @@ shader = ExtResource("1_vdkh7")
render_priority = 0 render_priority = 0
next_pass = SubResource("ShaderMaterial_m5gih") next_pass = SubResource("ShaderMaterial_m5gih")
shader = ExtResource("2_63a2j") shader = ExtResource("2_63a2j")
shader_parameter/color = Color(1, 1, 1, 1) shader_parameter/normal_scale = 1.0
shader_parameter/specular = Color(0.3, 0.3, 0.3, 0.5) shader_parameter/color = Color(0.5489626, 0.5489626, 0.54896253, 1)
shader_parameter/fresnel = Color(0.2, 0.2, 0.2, 0.3) shader_parameter/specular = Color(0, 0, 0, 0.5019608)
shader_parameter/fresnel = Color(0, 0, 0, 0.3019608)
shader_parameter/uv_scale = Vector2(1, 1) shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/uv_offset = Vector2(0, 0) shader_parameter/uv_offset = Vector2(0, 0)
+9
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@@ -12,6 +12,11 @@ extends Node3D
cartoon_material = value cartoon_material = value
_apply_materials() _apply_materials()
@export var base_tex: Texture2D:
set(value):
base_tex = value
_apply_materials()
@export_group("Instance Overrides") @export_group("Instance Overrides")
@export var use_custom_color: bool = false: @export var use_custom_color: bool = false:
set(value): set(value):
@@ -51,6 +56,10 @@ func _apply_materials():
if final_tex != null: if final_tex != null:
unique_mat.set_shader_parameter("base_texture", final_tex) unique_mat.set_shader_parameter("base_texture", final_tex)
if final_tex == null:
unique_mat.set_shader_parameter("base_texture", base_tex)
# 3. 处理颜色覆盖 # 3. 处理颜色覆盖
# 如果勾选了自定义颜色,直接在独立材质上修改 # 如果勾选了自定义颜色,直接在独立材质上修改
+855
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