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