354 lines
10 KiB
Text
354 lines
10 KiB
Text
[gd_scene load_steps=10 format=2]
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[ext_resource path="res://assets/Game/Brick08/Bricks08_col.jpg" type="Texture" id=1]
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[ext_resource path="res://assets/Game/Brick08/Bricks08_AO.jpg" type="Texture" id=2]
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[ext_resource path="res://assets/Game/Brick08/Bricks08_disp.jpg" type="Texture" id=3]
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[ext_resource path="res://assets/Game/Brick08/Bricks08_nrm.jpg" type="Texture" id=4]
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[ext_resource path="res://assets/Game/Brick08/Bricks08_rgh.jpg" type="Texture" id=5]
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[sub_resource type="PlaneMesh" id=1]
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custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
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size = Vector2( 2, 2 )
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subdivide_width = 0
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subdivide_depth = 0
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[sub_resource type="SpatialMaterial" id=2]
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render_priority = 1
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flags_transparent = false
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flags_unshaded = false
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flags_vertex_lighting = false
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flags_no_depth_test = false
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flags_use_point_size = false
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flags_world_triplanar = false
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flags_fixed_size = false
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flags_albedo_tex_force_srgb = false
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vertex_color_use_as_albedo = false
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vertex_color_is_srgb = false
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params_diffuse_mode = 0
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params_specular_mode = 0
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params_blend_mode = 0
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params_cull_mode = 0
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params_depth_draw_mode = 0
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params_line_width = 1.0
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params_point_size = 1.0
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params_billboard_mode = 0
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params_grow = false
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params_use_alpha_scissor = false
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albedo_color = Color( 1, 1, 1, 1 )
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albedo_texture = ExtResource( 1 )
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metallic = 0.0
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metallic_specular = 0.0
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metallic_texture_channel = 0
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roughness = 1.0
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roughness_texture = ExtResource( 5 )
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roughness_texture_channel = 3
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emission_enabled = false
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normal_enabled = true
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normal_scale = 1.0
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normal_texture = ExtResource( 4 )
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rim_enabled = false
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clearcoat_enabled = false
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anisotropy_enabled = false
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ao_enabled = true
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ao_light_affect = 0.0
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ao_texture = ExtResource( 2 )
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ao_on_uv2 = false
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ao_texture_channel = 0
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depth_enabled = true
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depth_scale = 0.05
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depth_deep_parallax = true
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depth_min_layers = 8
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depth_max_layers = 32
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depth_texture = ExtResource( 3 )
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subsurf_scatter_enabled = false
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transmission_enabled = false
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refraction_enabled = false
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detail_enabled = false
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uv1_scale = Vector3( 2, 2, 2 )
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uv1_offset = Vector3( 0, 0, 0 )
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uv1_triplanar = false
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uv1_triplanar_sharpness = 1.0
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uv2_scale = Vector3( 1, 1, 1 )
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uv2_offset = Vector3( 0, 0, 0 )
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uv2_triplanar = false
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uv2_triplanar_sharpness = 1.0
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proximity_fade_enable = false
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distance_fade_enable = false
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_sections_unfolded = [ "Albedo", "Ambient Occlusion", "Anisotropy", "Clearcoat", "Depth", "Detail", "Distance Fade", "Emission", "Flags", "Metallic", "NormalMap", "Parameters", "Proximity Fade", "Refraction", "Roughness", "Subsurf Scatter", "Transmission", "UV1", "UV2", "Vertex Color" ]
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[sub_resource type="ConvexPolygonShape" id=3]
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points = PoolVector3Array( 1, 0, 1, -1, 0, 1, 1, 0, -1, -1, 0, -1 )
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[sub_resource type="SpatialMaterial" id=4]
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render_priority = 0
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flags_transparent = true
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flags_unshaded = false
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flags_vertex_lighting = false
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flags_no_depth_test = false
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flags_use_point_size = false
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flags_world_triplanar = false
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flags_fixed_size = false
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flags_albedo_tex_force_srgb = false
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vertex_color_use_as_albedo = false
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vertex_color_is_srgb = false
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params_diffuse_mode = 0
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params_specular_mode = 0
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params_blend_mode = 0
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params_cull_mode = 0
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params_depth_draw_mode = 0
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params_line_width = 1.0
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params_point_size = 1.0
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params_billboard_mode = 0
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params_grow = false
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params_use_alpha_scissor = false
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albedo_color = Color( 1, 1, 1, 0 )
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metallic = 0.0
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metallic_specular = 0.5
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metallic_texture_channel = 0
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roughness = 0.0
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roughness_texture_channel = 0
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emission_enabled = false
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normal_enabled = false
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rim_enabled = false
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clearcoat_enabled = false
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anisotropy_enabled = false
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ao_enabled = false
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depth_enabled = false
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subsurf_scatter_enabled = false
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transmission_enabled = false
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refraction_enabled = false
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detail_enabled = false
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uv1_scale = Vector3( 1, 1, 1 )
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uv1_offset = Vector3( 0, 0, 0 )
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uv1_triplanar = false
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uv1_triplanar_sharpness = 1.0
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uv2_scale = Vector3( 1, 1, 1 )
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uv2_offset = Vector3( 0, 0, 0 )
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uv2_triplanar = false
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uv2_triplanar_sharpness = 1.0
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proximity_fade_enable = false
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distance_fade_enable = false
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_sections_unfolded = [ "Albedo", "Flags" ]
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[node name="Terrain" type="Spatial"]
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[node name="Floor" type="StaticBody" parent="." index="0"]
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input_ray_pickable = true
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input_capture_on_drag = false
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collision_layer = 1
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collision_mask = 1
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friction = 1.0
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bounce = 0.0
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constant_linear_velocity = Vector3( 0, 0, 0 )
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constant_angular_velocity = Vector3( 0, 0, 0 )
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[node name="MeshInstance" type="MeshInstance" parent="Floor" index="0"]
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transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
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layers = 1
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material_override = null
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cast_shadow = 1
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extra_cull_margin = 0.0
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use_in_baked_light = false
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lod_min_distance = 0.0
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lod_min_hysteresis = 0.0
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lod_max_distance = 0.0
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lod_max_hysteresis = 0.0
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mesh = SubResource( 1 )
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skeleton = NodePath("..")
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material/0 = SubResource( 2 )
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_sections_unfolded = [ "Geometry", "Transform", "material" ]
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[node name="CollisionShape" type="CollisionShape" parent="Floor" index="1"]
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transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
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shape = SubResource( 3 )
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disabled = false
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[node name="Ceilling" type="StaticBody" parent="." index="1"]
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transform = Transform( 1, 0, 0, 0, -0.984809, -0.173641, 0, 0.173641, -0.984809, 0, 20, 0 )
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input_ray_pickable = true
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input_capture_on_drag = false
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collision_layer = 1
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collision_mask = 1
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friction = 1.0
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bounce = 0.0
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constant_linear_velocity = Vector3( 0, 0, 0 )
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constant_angular_velocity = Vector3( 0, 0, 0 )
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_sections_unfolded = [ "Transform" ]
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[node name="MeshInstance" type="MeshInstance" parent="Ceilling" index="0"]
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transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
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layers = 1
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material_override = null
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cast_shadow = 1
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extra_cull_margin = 0.0
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use_in_baked_light = false
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lod_min_distance = 0.0
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lod_min_hysteresis = 0.0
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lod_max_distance = 0.0
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lod_max_hysteresis = 0.0
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mesh = SubResource( 1 )
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skeleton = NodePath("..")
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material/0 = SubResource( 4 )
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_sections_unfolded = [ "Transform", "material" ]
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[node name="CollisionShape" type="CollisionShape" parent="Ceilling" index="1"]
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transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
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shape = SubResource( 3 )
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disabled = false
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[node name="Wall1" type="StaticBody" parent="." index="2"]
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transform = Transform( -4.37114e-008, 1, 0, -1, -4.37114e-008, 0, 0, 0, 1, -10, 10, 0 )
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input_ray_pickable = true
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input_capture_on_drag = false
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collision_layer = 1
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collision_mask = 1
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friction = 1.0
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bounce = 0.0
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constant_linear_velocity = Vector3( 0, 0, 0 )
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constant_angular_velocity = Vector3( 0, 0, 0 )
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_sections_unfolded = [ "Transform" ]
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[node name="MeshInstance" type="MeshInstance" parent="Wall1" index="0"]
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transform = Transform( -4.37114e-007, 0, -10, 0, 10, 0, 10, 0, -4.37114e-007, 0, 0, 0 )
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layers = 1
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material_override = null
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cast_shadow = 1
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extra_cull_margin = 0.0
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use_in_baked_light = false
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lod_min_distance = 0.0
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lod_min_hysteresis = 0.0
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lod_max_distance = 0.0
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lod_max_hysteresis = 0.0
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mesh = SubResource( 1 )
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skeleton = NodePath("..")
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material/0 = SubResource( 2 )
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_sections_unfolded = [ "Transform", "material" ]
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[node name="CollisionShape" type="CollisionShape" parent="Wall1" index="1"]
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transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
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shape = SubResource( 3 )
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disabled = false
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_sections_unfolded = [ "Transform" ]
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[node name="Wall2" type="StaticBody" parent="." index="3"]
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transform = Transform( -4.37114e-008, -1, 0, 1, -4.37114e-008, 0, 0, 0, 1, 10, 10, 0 )
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input_ray_pickable = true
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input_capture_on_drag = false
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collision_layer = 1
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collision_mask = 1
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friction = 1.0
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bounce = 0.0
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constant_linear_velocity = Vector3( 0, 0, 0 )
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constant_angular_velocity = Vector3( 0, 0, 0 )
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_sections_unfolded = [ "Transform" ]
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[node name="MeshInstance" type="MeshInstance" parent="Wall2" index="0"]
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transform = Transform( -4.37114e-007, 0, 10, 0, 10, 0, -10, 0, -4.37114e-007, 0, 0, 0 )
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layers = 1
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material_override = null
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cast_shadow = 1
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extra_cull_margin = 0.0
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use_in_baked_light = false
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lod_min_distance = 0.0
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lod_min_hysteresis = 0.0
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lod_max_distance = 0.0
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lod_max_hysteresis = 0.0
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mesh = SubResource( 1 )
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skeleton = NodePath("..")
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material/0 = SubResource( 2 )
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_sections_unfolded = [ "Transform", "material" ]
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[node name="CollisionShape" type="CollisionShape" parent="Wall2" index="1"]
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transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
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shape = SubResource( 3 )
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disabled = false
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[node name="Wall3" type="StaticBody" parent="." index="4"]
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transform = Transform( 1.91069e-015, 4.37114e-008, 1, 1, -4.37114e-008, 0, 4.37114e-008, 1, -4.37114e-008, 0, 10, -10 )
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input_ray_pickable = true
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input_capture_on_drag = false
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collision_layer = 1
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collision_mask = 1
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friction = 1.0
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bounce = 0.0
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constant_linear_velocity = Vector3( 0, 0, 0 )
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constant_angular_velocity = Vector3( 0, 0, 0 )
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_sections_unfolded = [ "Transform" ]
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[node name="MeshInstance" type="MeshInstance" parent="Wall3" index="0"]
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transform = Transform( -4.37114e-007, 0, 10, 0, 10, 0, -10, 0, -4.37114e-007, 0, 0, 0 )
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layers = 1
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material_override = null
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cast_shadow = 1
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extra_cull_margin = 0.0
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use_in_baked_light = false
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lod_min_distance = 0.0
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lod_min_hysteresis = 0.0
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lod_max_distance = 0.0
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lod_max_hysteresis = 0.0
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mesh = SubResource( 1 )
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skeleton = NodePath("..")
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material/0 = SubResource( 2 )
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_sections_unfolded = [ "Transform", "material" ]
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[node name="CollisionShape" type="CollisionShape" parent="Wall3" index="1"]
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transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
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shape = SubResource( 3 )
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disabled = false
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[node name="Wall4" type="StaticBody" parent="." index="5"]
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transform = Transform( 1.91069e-015, 4.37114e-008, -1, 1, -4.37114e-008, 0, -4.37114e-008, -1, -4.37114e-008, 0, 10, 10 )
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input_ray_pickable = true
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input_capture_on_drag = false
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collision_layer = 1
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collision_mask = 1
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friction = 1.0
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bounce = 0.0
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constant_linear_velocity = Vector3( 0, 0, 0 )
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constant_angular_velocity = Vector3( 0, 0, 0 )
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_sections_unfolded = [ "Transform" ]
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[node name="MeshInstance" type="MeshInstance" parent="Wall4" index="0"]
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transform = Transform( -4.37114e-007, 0, 10, 0, 10, 0, -10, 0, -4.37114e-007, 0, 0, 0 )
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layers = 1
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material_override = null
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cast_shadow = 1
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extra_cull_margin = 0.0
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use_in_baked_light = false
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lod_min_distance = 0.0
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lod_min_hysteresis = 0.0
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lod_max_distance = 0.0
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lod_max_hysteresis = 0.0
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mesh = SubResource( 1 )
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skeleton = NodePath("..")
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material/0 = SubResource( 2 )
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_sections_unfolded = [ "Transform", "material" ]
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[node name="CollisionShape" type="CollisionShape" parent="Wall4" index="1"]
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transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 )
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shape = SubResource( 3 )
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disabled = false
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