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Godot XRay 3D
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[gd_scene load_steps=13 format=2] | |
[ext_resource path="res://xray_material.tres" type="Material" id=2] | |
[sub_resource type="GDScript" id=1] | |
script/source = "extends Spatial | |
func _ready(): | |
#($Spatial2/CSGBox.material as SpatialMaterial).albedo_color = Color(1.0,1.0,1.0) | |
pass | |
" | |
[sub_resource type="OpenSimplexNoise" id=2] | |
[sub_resource type="NoiseTexture" id=3] | |
noise = SubResource( 2 ) | |
[sub_resource type="OpenSimplexNoise" id=4] | |
seed = 1 | |
[sub_resource type="NoiseTexture" id=5] | |
noise = SubResource( 4 ) | |
[sub_resource type="SpatialMaterial" id=6] | |
albedo_color = Color( 0.803922, 0.101961, 0.101961, 1 ) | |
albedo_texture = SubResource( 3 ) | |
metallic = 0.48 | |
metallic_texture = SubResource( 5 ) | |
[sub_resource type="ProceduralSky" id=7] | |
[sub_resource type="Environment" id=8] | |
background_mode = 2 | |
background_sky = SubResource( 7 ) | |
ambient_light_color = Color( 1, 1, 1, 1 ) | |
dof_blur_far_enabled = true | |
dof_blur_near_enabled = true | |
dof_blur_near_amount = 0.15 | |
[sub_resource type="Animation" id=9] | |
length = 8.0 | |
tracks/0/type = "value" | |
tracks/0/path = NodePath("Camera:transform") | |
tracks/0/interp = 1 | |
tracks/0/loop_wrap = true | |
tracks/0/imported = false | |
tracks/0/enabled = true | |
tracks/0/keys = { | |
"times": PoolRealArray( 0, 6, 8 ), | |
"transitions": PoolRealArray( 0.277392, 1, -2 ), | |
"update": 0, | |
"values": [ Transform( -3.09086e-08, 3.09086e-08, -1, 0.707107, 0.707107, 0, 0.707107, -0.707107, -4.37114e-08, -1.58548, 0, 0 ), Transform( 0.241845, -0.241845, -0.939693, 0.707107, 0.707107, 0, 0.664463, -0.664463, 0.34202, 0.5, 1, 1 ), Transform( -3.09086e-08, 3.09086e-08, -1, 0.707107, 0.707107, 0, 0.707107, -0.707107, -4.37114e-08, -15, 0, 2 ) ] | |
} | |
[sub_resource type="SpatialMaterial" id=10] | |
next_pass = ExtResource( 2 ) | |
[sub_resource type="SpatialMaterial" id=11] | |
next_pass = ExtResource( 2 ) | |
[node name="Spatial" type="Spatial"] | |
transform = Transform( 1, 0, 0, 0, 0.71934, -0.694658, 0, 0.694658, 0.71934, 0, 0, 0 ) | |
script = SubResource( 1 ) | |
[node name="Spatial2" type="Spatial" parent="."] | |
transform = Transform( 1, 0, 0, 0, 0.927184, -0.374607, 0, 0.374607, 0.927184, 0, 0, 0 ) | |
[node name="CSGBox" type="CSGBox" parent="Spatial2"] | |
transform = Transform( 0.984766, -0.173883, 0, 0.173883, 0.984766, 0, 4.47035e-08, 2.98023e-08, 1, 2, 2.22778, 1.80559 ) | |
height = 2.46879 | |
material = SubResource( 6 ) | |
[node name="Camera" type="Camera" parent="."] | |
transform = Transform( -2.38419e-07, 8.9407e-08, -1, 0.707107, 0.707107, -2.98023e-08, 0.707107, -0.707107, -2.38419e-07, -1.58548, 0, 0 ) | |
environment = SubResource( 8 ) | |
[node name="AnimationPlayer" type="AnimationPlayer" parent="."] | |
autoplay = "anim1" | |
anims/anim1 = SubResource( 9 ) | |
[node name="CSGSphere" type="CSGSphere" parent="."] | |
transform = Transform( 1, 0, 0, 0, 1, 2.98023e-08, 0, -2.98023e-08, 1, 8.08803, 3.05699, 2.63762 ) | |
radial_segments = 16 | |
rings = 8 | |
material = SubResource( 10 ) | |
[node name="CSGPolygon" type="CSGPolygon" parent="."] | |
transform = Transform( 0.117029, -0.195911, -0.973613, 0.564894, 0.819444, -0.0969882, 0.816823, -0.538638, 0.206567, -4.80545, 0.358809, 0.371558 ) | |
polygon = PoolVector2Array( 0, 0, 0, 1, 0.710254, 1.3649, 0.982245, 1.32165, 2, 1, 1, 0, 1, 0 ) | |
mode = 1 | |
spin_degrees = 180.5 | |
spin_sides = 8 | |
material = SubResource( 11 ) |
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[gd_resource type="ShaderMaterial" load_steps=12 format=2] | |
[sub_resource type="VisualShaderNodeVectorDecompose" id=1] | |
[sub_resource type="VisualShaderNodeScalarSwitch" id=2] | |
default_input_values = [ 0, false, 1, 0.25, 2, 0.0 ] | |
[sub_resource type="VisualShaderNodeColorConstant" id=3] | |
constant = Color( 1, 1, 0, 1 ) | |
[sub_resource type="VisualShaderNodeColorOp" id=4] | |
[sub_resource type="VisualShaderNodeFresnel" id=5] | |
[sub_resource type="VisualShaderNodeScalarOp" id=6] | |
default_input_values = [ 0, 0.0, 1, 0.9999 ] | |
operator = 2 | |
[sub_resource type="VisualShaderNodeTexture" id=7] | |
source = 4 | |
[sub_resource type="VisualShaderNodeInput" id=8] | |
input_name = "screen_uv" | |
[sub_resource type="VisualShaderNodeCompare" id=9] | |
default_input_values = [ 0, 0.0, 1, 0.99, 2, 1e-05 ] | |
function = 4 | |
[sub_resource type="VisualShaderNodeInput" id=10] | |
input_name = "fragcoord" | |
[sub_resource type="VisualShader" id=11] | |
code = "shader_type spatial; | |
render_mode depth_test_disable, unshaded, shadows_disabled, ambient_light_disabled; | |
void vertex() { | |
// Output:0 | |
} | |
void fragment() { | |
// Fresnel:15 | |
bool n_in15p2 = false; | |
float n_in15p3 = 1.00000; | |
float n_out15p0 = n_in15p2 ? (pow(clamp(dot(NORMAL, VIEW), 0.0, 1.0), n_in15p3)) : (pow(1.0 - clamp(dot(NORMAL, VIEW), 0.0, 1.0), n_in15p3)); | |
// Color:12 | |
vec3 n_out12p0 = vec3(1.000000, 1.000000, 0.000000); | |
float n_out12p1 = 1.000000; | |
// ColorOp:13 | |
vec3 n_out13p0 = vec3(1.0) - (vec3(1.0) - vec3(n_out15p0)) * (vec3(1.0) - n_out12p0); | |
// Input:4 | |
vec3 n_out4p0 = vec3(SCREEN_UV, 0.0); | |
// Texture:3 | |
float n_out3p0; | |
float n_out3p1; | |
{ | |
float _depth = texture(DEPTH_TEXTURE, n_out4p0.xy).r; | |
n_out3p0 = _depth; | |
n_out3p1 = 1.0; | |
} | |
// Input:7 | |
vec3 n_out7p0 = FRAGCOORD.xyz; | |
// VectorDecompose:10 | |
float n_out10p0 = n_out7p0.x; | |
float n_out10p1 = n_out7p0.y; | |
float n_out10p2 = n_out7p0.z; | |
// ScalarOp:20 | |
float n_in20p1 = 0.99990; | |
float n_out20p0 = n_out10p2 * n_in20p1; | |
// Compare:5 | |
bool n_out5p0 = n_out3p0<n_out20p0; | |
// ScalarSwitch:11 | |
float n_in11p1 = 0.25000; | |
float n_in11p2 = 0.00000; | |
float n_out11p0; | |
if(n_out5p0) | |
{ | |
n_out11p0 = n_in11p1; | |
} | |
else | |
{ | |
n_out11p0 = n_in11p2; | |
} | |
// Output:0 | |
ALBEDO = n_out13p0; | |
ALPHA = n_out11p0; | |
} | |
void light() { | |
// Output:0 | |
} | |
" | |
graph_offset = Vector2( 0, 64.8225 ) | |
flags/ambient_light_disabled = true | |
flags/depth_test_disable = true | |
flags/shadows_disabled = true | |
flags/unshaded = true | |
nodes/vertex/0/position = Vector2( 400, 200 ) | |
nodes/fragment/0/position = Vector2( 1060, 40 ) | |
nodes/fragment/3/node = SubResource( 7 ) | |
nodes/fragment/3/position = Vector2( 260, 200 ) | |
nodes/fragment/4/node = SubResource( 8 ) | |
nodes/fragment/4/position = Vector2( 20, 200 ) | |
nodes/fragment/5/node = SubResource( 9 ) | |
nodes/fragment/5/position = Vector2( 560, 200 ) | |
nodes/fragment/7/node = SubResource( 10 ) | |
nodes/fragment/7/position = Vector2( 20, 340 ) | |
nodes/fragment/10/node = SubResource( 1 ) | |
nodes/fragment/10/position = Vector2( 260, 340 ) | |
nodes/fragment/11/node = SubResource( 2 ) | |
nodes/fragment/11/position = Vector2( 780, 240 ) | |
nodes/fragment/12/node = SubResource( 3 ) | |
nodes/fragment/12/position = Vector2( 680, 120 ) | |
nodes/fragment/13/node = SubResource( 4 ) | |
nodes/fragment/13/position = Vector2( 840, 40 ) | |
nodes/fragment/15/node = SubResource( 5 ) | |
nodes/fragment/15/position = Vector2( 400, 60 ) | |
nodes/fragment/20/node = SubResource( 6 ) | |
nodes/fragment/20/position = Vector2( 480, 400 ) | |
nodes/fragment/connections = PoolIntArray( 4, 0, 3, 0, 5, 0, 11, 0, 11, 0, 0, 1, 13, 0, 0, 0, 7, 0, 10, 0, 3, 0, 5, 0, 10, 2, 20, 0, 20, 0, 5, 1, 15, 0, 13, 0, 12, 0, 13, 1 ) | |
[resource] | |
shader = SubResource( 11 ) |
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