Improved lighting
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@ -6,6 +6,6 @@
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render_priority = 0
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shader = ExtResource("1_7qi6v")
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shader_parameter/color_bottom = Color(0.0156863, 0.654902, 0.501961, 1)
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shader_parameter/color_top = Color(0.592157, 0.917647, 0.368627, 1)
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shader_parameter/color_top = Color(0.513726, 0.811765, 0.301961, 1)
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shader_parameter/wind = Vector3(0.1, 0, 0.1)
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shader_parameter/wind_speed = Vector3(1, 0, 1)
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@ -1,5 +1,10 @@
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shader_type spatial;
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render_mode shadows_disabled, cull_disabled;
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render_mode cull_disabled;
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render_mode diffuse_lambert_wrap;
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//render_mode diffuse_lambert;
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//render_mode diffuse_burley;
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//render_mode diffuse_toon;
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//render_mode unshaded;
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uniform vec3 color_bottom : source_color;
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uniform vec3 color_top : source_color;
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@ -21,8 +26,11 @@ void vertex() {
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void fragment() {
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ALBEDO = mix(color_top, color_bottom, UV.y);
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NORMAL = vec3(0.0, 1.0, 0.0);
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if (!FRONT_FACING) {
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NORMAL = -NORMAL;
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}
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//if (!FRONT_FACING) {
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//NORMAL = -NORMAL;
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//}
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//ALPHA = 1.0 - UV.y * UV.y;
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}
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