83 lines
1.9 KiB
Text
83 lines
1.9 KiB
Text
[gd_scene load_steps=5 format=2]
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[sub_resource type="CubeMesh" id=1]
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size = Vector3( 2, 2, 2 )
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subdivide_width = 0
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subdivide_height = 0
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subdivide_depth = 0
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[sub_resource type="Shader" id=2]
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code = "shader_type spatial;
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varying vec3 some_color;
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void vertex() {
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some_color = NORMAL; // make the normal the color
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}
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void fragment() {
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ALBEDO = some_color;
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}"
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_sections_unfolded = [ "Resource" ]
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[sub_resource type="ShaderMaterial" id=3]
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render_priority = 0
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shader = SubResource( 2 )
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_sections_unfolded = [ "Resource" ]
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[sub_resource type="ConvexPolygonShape" id=4]
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points = PoolVector3Array( -1, 1, 1, 1, 1, -1, 1, 1, 1, -1, 1, -1, -1, -1, 1, 1, -1, -1, 1, -1, 1, -1, -1, -1, 1, 1, 1, -1, 1, -1, 1, 1, -1, -1, 1, 1, 1, -1, 1, -1, -1, -1, 1, -1, -1, -1, -1, 1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, 1, -1, -1, -1, -1, -1, 1, -1, 1, -1, -1 )
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[node name="CubeShaderTest" type="RigidBody"]
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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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mode = 0
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mass = 1.0
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friction = 1.0
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bounce = 0.0
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gravity_scale = 1.0
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custom_integrator = false
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continuous_cd = false
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contacts_reported = 0
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contact_monitor = false
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sleeping = false
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can_sleep = true
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axis_lock_linear_x = false
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axis_lock_linear_y = false
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axis_lock_linear_z = false
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axis_lock_angular_x = false
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axis_lock_angular_y = false
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axis_lock_angular_z = false
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linear_velocity = Vector3( 0, 0, 0 )
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linear_damp = -1.0
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angular_velocity = Vector3( 0, 0, 0 )
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angular_damp = -1.0
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[node name="MeshInstance" type="MeshInstance" parent="." index="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( 3 )
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_sections_unfolded = [ "material" ]
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[node name="CollisionShape" type="CollisionShape" parent="." index="1"]
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shape = SubResource( 4 )
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disabled = false
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