init
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[gd_resource type="ShaderMaterial" format=3 uid="uid://6p5bg1nyso6d"]
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[ext_resource type="Shader" uid="uid://cst73i45poweu" path="res://shaders/ocean.gdshader" id="1_water_shader"]
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[sub_resource type="Gradient" id="Gradient_caustics"]
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colors = PackedColorArray(1, 1, 1, 1, 0, 0, 0, 1)
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_caustics"]
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noise_type = 2
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frequency = 0.05
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cellular_return_type = 4
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_caustics"]
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noise = SubResource("FastNoiseLite_caustics")
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color_ramp = SubResource("Gradient_caustics")
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seamless = true
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[resource]
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render_priority = 0
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shader = ExtResource("1_water_shader")
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shader_parameter/max_depth = 10.0
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shader_parameter/underwater_fog_color = Color(0, 0.05, 0.1, 1)
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shader_parameter/fade_start_depth = 0.5
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shader_parameter/wave_time = 0.0
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shader_parameter/sea_height = 1.3
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shader_parameter/sea_choppy = 4.0
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shader_parameter/sea_freq = 0.08
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shader_parameter/ITER_GEOMETRY = 3
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shader_parameter/ITER_FRAGMENT = 5
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shader_parameter/refraction_strength = 1.0
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shader_parameter/refraction_distance_fade = 5.0
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shader_parameter/normal_epsilon = 0.01
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shader_parameter/normal_smoothness_dist = 50.0
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shader_parameter/base_tint_color = Color(0.439, 0.973, 1, 1)
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shader_parameter/deep_color = Color(0, 0.341, 0.29, 1)
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shader_parameter/water_absorption = Color(0.3, 0.06, 0.02, 1)
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shader_parameter/roughness = 0.125
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shader_parameter/metallic = 0.0
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shader_parameter/specular = 0.5
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shader_parameter/caustics_texture = SubResource("NoiseTexture2D_caustics")
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shader_parameter/caustics_scale = 0.2
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shader_parameter/caustics_speed = 0.1
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shader_parameter/caustics_intensity = 0.8
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shader_parameter/caustics_depth_fade = 0.7
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shader_parameter/foam_color = Color(1, 1, 1, 1)
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shader_parameter/foam_depth_start = 0.8
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shader_parameter/foam_depth_end = 0.0
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shader_parameter/foam_noise_scale = 2.0
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shader_parameter/foam_noise_speed = 1.0
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shader_parameter/foam_cutoff = 0.7
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shader_parameter/foam_crest_threshold = 0.7
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shader_parameter/foam_crest_amount = 2.0
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shader_parameter/foam_edge_color = Color(0, 0, 0.05, 1)
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shader_parameter/foam_edge_offset = Vector2(0.02, 0.02)
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shader_parameter/voronoi_scale = 9.0
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shader_parameter/voronoi_strength = 0.8
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shader_parameter/wave_offset = Vector2(0, 0)
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