added gun and pain
This commit is contained in:
62
models/gun.mtl
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62
models/gun.mtl
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# Blender 3.6.8 MTL File: 'gun.blend'
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# www.blender.org
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newmtl Barrel
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Ns 573.265381
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Ka 1.000000 1.000000 1.000000
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Kd 0.149151 0.149151 0.149151
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Ks 0.000000 0.000000 0.000000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 1
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newmtl Base
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Ns 539.175476
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Ka 1.000000 1.000000 1.000000
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Kd 0.053590 0.053590 0.053590
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 3
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newmtl BaseGlow
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Ns 360.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.000000
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d 1.000000
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illum 2
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newmtl Glass
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Ns 518.400024
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Ka 1.000000 1.000000 1.000000
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Kd 0.679310 0.675520 0.308423
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Ks 0.000000 0.000000 0.000000
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Ke 0.000000 0.000000 0.000000
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Ni 1.550000
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d 1.000000
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illum 1
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newmtl Material.002
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Ns 250.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.495402 0.401949 0.222077
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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newmtl Wood
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Ns 0.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.089840 0.019501 0.000000
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Ks 0.038182 0.038182 0.038182
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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24329
models/gun.obj
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24329
models/gun.obj
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File diff suppressed because it is too large
Load Diff
22
models/gun.obj.import
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22
models/gun.obj.import
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[remap]
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importer="wavefront_obj"
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importer_version=1
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type="Mesh"
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uid="uid://cxw30fmp15jsd"
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path="res://.godot/imported/gun.obj-ffb7f3878e9e13531f79f0665c22a5e9.mesh"
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[deps]
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files=["res://.godot/imported/gun.obj-ffb7f3878e9e13531f79f0665c22a5e9.mesh"]
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source_file="res://models/gun.obj"
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dest_files=["res://.godot/imported/gun.obj-ffb7f3878e9e13531f79f0665c22a5e9.mesh", "res://.godot/imported/gun.obj-ffb7f3878e9e13531f79f0665c22a5e9.mesh"]
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[params]
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generate_tangents=true
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scale_mesh=Vector3(1, 1, 1)
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offset_mesh=Vector3(0, 0, 0)
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optimize_mesh=true
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force_disable_mesh_compression=false
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@@ -1,7 +1,10 @@
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[gd_resource type="Environment" format=3 uid="uid://drn5fwa4uhv4m"]
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[gd_resource type="Environment" format=3 uid="uid://drn5fwa4uhv4m"]
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[resource]
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[resource]
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background_mode = 2
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background_mode = 1
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background_energy_multiplier = 0.0
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background_color = Color(1, 1, 1, 1)
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fog_light_color = Color(0.0705882, 0.0666667, 0.0666667, 1)
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ambient_light_source = 2
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fog_density = 1.0
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ambient_light_color = Color(0.678431, 0.501961, 0, 1)
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ambient_light_energy = 1.5
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tonemap_mode = 1
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ssil_enabled = true
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@@ -1,27 +1,88 @@
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[gd_scene load_steps=5 format=3 uid="uid://ckad8stc13n83"]
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[gd_scene load_steps=15 format=3 uid="uid://ckad8stc13n83"]
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[ext_resource type="PackedScene" uid="uid://gg5ph541e4p3" path="res://scenes/player.tscn" id="1_2585i"]
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[ext_resource type="PackedScene" uid="uid://gg5ph541e4p3" path="res://scenes/player.tscn" id="1_2585i"]
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[ext_resource type="PackedScene" uid="uid://ddwkhfly2xyyt" path="res://models/interior.obj" id="1_lphcl"]
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[ext_resource type="PackedScene" uid="uid://ddwkhfly2xyyt" path="res://models/interior.obj" id="1_lphcl"]
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[ext_resource type="PackedScene" uid="uid://b8bvidqu7tmfs" path="res://scenes/interactables/task_terminal.tscn" id="3_30m3x"]
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[ext_resource type="PackedScene" uid="uid://b8bvidqu7tmfs" path="res://scenes/objects/interactables/task_terminal.tscn" id="3_30m3x"]
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[ext_resource type="PackedScene" uid="uid://dqy8bqf1chm8c" path="res://scenes/interactables/button_stand.tscn" id="4_cruoa"]
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[ext_resource type="PackedScene" uid="uid://dqy8bqf1chm8c" path="res://scenes/objects/interactables/button_stand.tscn" id="4_cruoa"]
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[ext_resource type="ArrayMesh" uid="uid://cxw30fmp15jsd" path="res://models/gun.obj" id="5_62nbh"]
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[ext_resource type="Shader" path="res://shaders/pbr_glass.gdshader" id="6_vb4lq"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_780x3"]
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albedo_color = Color(0.133333, 0.133333, 0.133333, 1)
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metallic_specular = 0.0
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_cra61"]
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albedo_color = Color(0.356863, 0.168627, 0, 1)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_13ant"]
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cull_mode = 2
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albedo_color = Color(0.05359, 0.05359, 0.05359, 1)
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roughness = 0.42
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clearcoat_enabled = true
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clearcoat_roughness = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_twwch"]
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render_priority = 0
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shader = ExtResource("6_vb4lq")
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shader_parameter/albedo = Color(1, 1, 1, 0.0156863)
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shader_parameter/roughness = 0.301
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shader_parameter/normal_strength = 16.0
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shader_parameter/edge_color = Color(1, 1, 1, 1)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_lednd"]
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cull_mode = 2
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albedo_color = Color(0.08984, 0.019501, 0, 1)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_vq0we"]
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albedo_color = Color(0.282353, 0.282353, 0.282353, 1)
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metallic = 1.0
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clearcoat_enabled = true
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_n0xde"]
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albedo_color = Color(1, 0.490196, 0, 1)
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rim_enabled = true
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rim_tint = 1.0
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backlight_enabled = true
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backlight = Color(1, 0.490196, 0, 1)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_e1ogg"]
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cull_mode = 2
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albedo_color = Color(0.495402, 0.401949, 0.222077, 1)
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[node name="Debug" type="Node3D"]
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[node name="Debug" type="Node3D"]
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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transform = Transform3D(0.707107, -0.5, 0.5, 0, 0.707107, 0.707107, -0.707107, -0.5, 0.5, 0, 0, 0)
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directional_shadow_blend_splits = true
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sky_mode = 1
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metadata/_edit_lock_ = true
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[node name="interior" parent="." instance=ExtResource("1_lphcl")]
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[node name="interior" parent="." instance=ExtResource("1_lphcl")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3, 0)
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[node name="Hallway" parent="interior" index="0"]
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surface_material_override/0 = SubResource("StandardMaterial3D_780x3")
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[node name="Cube" parent="interior" index="1"]
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surface_material_override/0 = SubResource("StandardMaterial3D_cra61")
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[node name="Player" parent="." instance=ExtResource("1_2585i")]
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[node name="Player" parent="." instance=ExtResource("1_2585i")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 5.23956)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 5.23956)
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[node name="StaticBody3D" parent="." instance=ExtResource("3_30m3x")]
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[node name="TaskTerminal" parent="." instance=ExtResource("3_30m3x")]
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transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0.5, 0.027395, 0)
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transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0.5, 0.027395, 0)
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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transform = Transform3D(0.707107, -0.5, 0.5, 0, 0.707107, 0.707107, -0.707107, -0.5, 0.5, 0, 0, 0)
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[node name="DirectionalLight3D2" type="DirectionalLight3D" parent="."]
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transform = Transform3D(-0.866016, 0.29244, -0.40558, 0.5, 0.5, -0.707107, -0.00399622, -0.815156, -0.579228, 0, 0, 0)
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light_energy = 0.5
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[node name="ButtonStand" parent="." instance=ExtResource("4_cruoa")]
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[node name="ButtonStand" parent="." instance=ExtResource("4_cruoa")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2, 0.7, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2, 0.7, 0)
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.56923, 0)
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mesh = ExtResource("5_62nbh")
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surface_material_override/0 = SubResource("StandardMaterial3D_13ant")
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surface_material_override/1 = SubResource("ShaderMaterial_twwch")
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surface_material_override/2 = SubResource("StandardMaterial3D_lednd")
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surface_material_override/3 = SubResource("StandardMaterial3D_vq0we")
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surface_material_override/4 = SubResource("StandardMaterial3D_n0xde")
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surface_material_override/5 = SubResource("StandardMaterial3D_e1ogg")
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[editable path="interior"]
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13
scenes/objects/cube.tscn
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13
scenes/objects/cube.tscn
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@@ -0,0 +1,13 @@
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[gd_scene load_steps=3 format=3 uid="uid://ced2w03t8er5k"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_x5eli"]
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[sub_resource type="BoxMesh" id="BoxMesh_evnha"]
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[node name="Cube" type="RigidBody3D"]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("BoxShape3D_x5eli")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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mesh = SubResource("BoxMesh_evnha")
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@@ -1,6 +1,6 @@
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[gd_scene load_steps=10 format=3 uid="uid://b8bvidqu7tmfs"]
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[gd_scene load_steps=10 format=3 uid="uid://b8bvidqu7tmfs"]
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[ext_resource type="PackedScene" uid="uid://cfk83h5xyhmor" path="res://scenes/interactables/screens/debug_screen.tscn" id="1_q1qkj"]
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[ext_resource type="PackedScene" uid="uid://cfk83h5xyhmor" path="res://scenes/objects/interactables/screens/debug_screen.tscn" id="1_q1qkj"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_sh78v"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_sh78v"]
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@@ -52,7 +52,3 @@ size_2d_override = Vector2i(512, 512)
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render_target_update_mode = 4
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render_target_update_mode = 4
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[node name="DebugScreen" parent="ScreenMesh/SubViewport" instance=ExtResource("1_q1qkj")]
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[node name="DebugScreen" parent="ScreenMesh/SubViewport" instance=ExtResource("1_q1qkj")]
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[node name="OmniLight3D" type="OmniLight3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.272733, 1.04718, 0)
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light_size = 1.0
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46
shaders/pbr_glass.gdshader
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46
shaders/pbr_glass.gdshader
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shader_type spatial;
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render_mode diffuse_burley, specular_schlick_ggx, blend_mix;
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group_uniforms albedo;
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uniform vec4 albedo : source_color = vec4(1.0, 1.0, 1.0, 0.0);
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uniform sampler2D albedo_texture : source_color, hint_default_white;
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group_uniforms roughness;
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uniform float roughness : hint_range(0.0, 1.0) = 0.15;
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uniform sampler2D roughness_texture : hint_roughness_r;
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group_uniforms normal;
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uniform float normal_strength : hint_range(-16.0, 16.0) = 1.0;
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uniform sampler2D normal_map : hint_normal;
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group_uniforms misc;
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uniform vec4 edge_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
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float SchlickFresnel(float u) {
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float m = 1.0 - u;
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float m2 = m * m;
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return m2 * m2 * m;
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}
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void fragment() {
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// calculate fresnel values
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float VdotN = dot(VIEW, NORMAL);
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float fresnel = clamp(SchlickFresnel(VdotN), 0.0, 1.0);
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// sample and mix textures
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vec4 _albedo = texture(albedo_texture, UV) * albedo;
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float _roughness = texture(roughness_texture, UV).r * roughness;
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// apply glass look
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float a = mix(0.001, 1.0, _albedo.a);
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ALPHA = mix(fresnel * edge_color.a, 1.0, a);
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ALBEDO = mix(edge_color.rgb * edge_color.a, _albedo.rgb, a);
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ROUGHNESS = _roughness;
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NORMAL_MAP = texture(normal_map, UV).xyz;
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NORMAL_MAP_DEPTH = normal_strength;
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// function to compensate specular for alpha blend
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// 0.5 * ALPHA^-0.5
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SPECULAR = 0.5 * inversesqrt(ALPHA);
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}
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BIN
unimported-models/gun.blend
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unimported-models/gun.blend
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unimported-models/gun.blend1
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unimported-models/gun.blend1
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BIN
unimported-models/preview.jpg
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unimported-models/preview.jpg
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After Width: | Height: | Size: 110 KiB |
Reference in New Issue
Block a user