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