[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 )