[gd_resource type="ShaderMaterial" load_steps=14 format=2] [ext_resource path="res://addons/gdquest.toon-controller/Material/Defaults/AnisotropicNoise/low_frequency_anisotropic_noise.tres" type="Texture" id=1] [ext_resource path="res://addons/gdquest.toon-controller/Material/Defaults/AnisotropicNoise/high_frequency_anisotropic_noise.tres" type="Texture" id=2] [ext_resource path="res://addons/gdquest.toon-controller/Material/Defaults/AnisotropicNoise/spottiness_anisotropic_noise.tres" type="Texture" id=3] [ext_resource path="res://addons/gdquest.toon-controller/Material/outline3D.shader" type="Shader" id=4] [ext_resource path="res://addons/gdquest.toon-controller/Material/GDToonBase.shader" type="Shader" id=5] [ext_resource path="res://addons/gdquest.toon-controller/Material/Defaults/Copper_Matcap.png" type="Texture" id=6] [sub_resource type="ShaderMaterial" id=1] shader = ExtResource( 4 ) shader_param/thickness = 0.02 shader_param/outline_color = Color( 0, 0, 0, 1 ) [sub_resource type="Gradient" id=2] offsets = PoolRealArray( 0.291667, 0.690476 ) [sub_resource type="GradientTexture" id=3] gradient = SubResource( 2 ) [sub_resource type="Gradient" id=4] offsets = PoolRealArray( 0.2, 0.283333 ) [sub_resource type="GradientTexture" id=5] gradient = SubResource( 4 ) [sub_resource type="Gradient" id=6] offsets = PoolRealArray( 0.214286, 0.291667 ) [sub_resource type="GradientTexture" id=7] gradient = SubResource( 6 ) [resource] resource_local_to_scene = true next_pass = SubResource( 1 ) shader = ExtResource( 5 ) shader_param/base_color = Color( 1, 1, 1, 1 ) shader_param/paint_color1 = Color( 1, 1, 1, 1 ) shader_param/paint_color2 = Color( 1, 1, 1, 1 ) shader_param/paint_color3 = Color( 1, 1, 1, 1 ) shader_param/specular_softness = 0.5 shader_param/specular_size = 0.5 shader_param/specular_color = Color( 1, 1, 1, 1 ) shader_param/outline_color = Color( 0, 0, 0, 1 ) shader_param/outline_size = 0.175 shader_param/key_light_color = Color( 1, 1, 1, 1 ) shader_param/fill_light_color = Color( 1, 1, 1, 1 ) shader_param/kick_light_color = Color( 1, 1, 1, 1 ) shader_param/shadow_color = Color( 0, 0, 0, 1 ) shader_param/ambient_occlusion_softness = 0.5 shader_param/ambient_occlusion_opacity = 0.0 shader_param/ambient_occlusion_shadow_limit = 1.0 shader_param/ambient_occlusion_color = Color( 0, 0, 0, 1 ) shader_param/dark_metalness_color = Color( 0, 0, 0, 1 ) shader_param/light_metalness_color = Color( 1, 1, 1, 1 ) shader_param/metalness_contrast_factor = 1.0 shader_param/metalness = 0.0 shader_param/anisotropy_specular_color = Color( 1, 1, 1, 1 ) shader_param/anisotropy_specular_width = 10.0 shader_param/anisotropy_specular_strength = 0.0 shader_param/anisotropy_specular_contrast = 5.0 shader_param/anisotropy_specular_brightness = 0.85 shader_param/anisotropy_specular_softness = 0.5 shader_param/anisotropy_in_shadow_strength = 0.1 shader_param/rim_light_softness = 0.5 shader_param/rim_light_color = Color( 0, 0, 0, 1 ) shader_param/rim_fresnel_power = 3.0 shader_param/rim_normal_offset_x = 0.0 shader_param/rim_normal_offset_y = 0.0 shader_param/metalness_texture = ExtResource( 6 ) shader_param/key_light_ramp = SubResource( 5 ) shader_param/fill_light_ramp = SubResource( 3 ) shader_param/kick_light_ramp = SubResource( 7 ) shader_param/high_frequency_anisotropy_noise = ExtResource( 2 ) shader_param/low_frequency_anisotropy_noise = ExtResource( 1 ) shader_param/spottiness_anisotropy_noise = ExtResource( 3 )