[gd_resource type="ShaderMaterial" load_steps=8 format=2]

[ext_resource path="res://world/materials/wind_grass.shader" type="Shader" id=1]

[sub_resource type="Curve" id=1]
_data = [ Vector2( 0, 0 ), 0.0, 2.71765, 0, 0, Vector2( 1, 1 ), -0.129412, 0.0, 0, 0 ]

[sub_resource type="CurveTexture" id=2]
width = 128
curve = SubResource( 1 )

[sub_resource type="Gradient" id=3]
offsets = PoolRealArray( 0, 0.486339, 0.966102 )
colors = PoolColorArray( 0.054902, 0.556863, 0.439216, 1, 0.321569, 0.886275, 0.341176, 1, 0.498039, 0.921569, 0.356863, 1 )

[sub_resource type="GradientTexture" id=4]
gradient = SubResource( 3 )

[sub_resource type="OpenSimplexNoise" id=5]
period = 109.1
persistence = 0.138
lacunarity = 0.44

[sub_resource type="NoiseTexture" id=6]
seamless = true
noise = SubResource( 5 )

[resource]
shader = ExtResource( 1 )
shader_param/wind_speed = 0.2
shader_param/wind_strength = 2.0
shader_param/wind_texture_tile_size = 20.0
shader_param/wind_vertical_strength = 0.3
shader_param/wind_horizontal_direction = Vector2( 1, 0.5 )
shader_param/character_position = Vector3( 0, 1.22062, 0 )
shader_param/character_radius = 3.0
shader_param/character_push_strength = 1.0
shader_param/color_ramp = SubResource( 4 )
shader_param/wind_noise = SubResource( 6 )
shader_param/character_distance_falloff_curve = SubResource( 2 )
