[gd_resource type="ShaderMaterial" load_steps=2 format=3] [ext_resource type="Shader" path="res://world/materials/stylized_water.gdshader" id="1_water_shader"] [resource] render_priority = 0 shader = ExtResource("1_water_shader") shader_parameter/shore_color = Color(0.47451, 0.788235, 0.796078, 1) shader_parameter/shallow_color = Color(0.227451, 0.603922, 0.662745, 1) shader_parameter/deep_color = Color(0.109804, 0.345098, 0.435294, 1) shader_parameter/tide_wash_color = Color(0.360784, 0.721569, 0.733333, 1) shader_parameter/shallow_depth = 0.7 shader_parameter/deep_depth = 3.6 shader_parameter/shore_depth_width = 0.16 shader_parameter/shore_alpha = 0.44 shader_parameter/shallow_alpha = 0.6 shader_parameter/deep_alpha = 0.82 shader_parameter/tide_effect_enabled = true shader_parameter/tide_speed = 1.42 shader_parameter/tide_distance = 0.3 shader_parameter/tide_wash_width = 0.38 shader_parameter/tide_wash_strength = 0.11 shader_parameter/tide_wash_alpha_shift = 0.045 shader_parameter/phase_noise_scale = 0.055 shader_parameter/phase_noise_strength = 0.68 shader_parameter/contour_corner_variation = 0.045 shader_parameter/contour_smoothing_pixels = 1.0 shader_parameter/contour_smoothing_strength = 0.72 shader_parameter/contour_depth_reject = 0.6 shader_parameter/open_water_drift_scale = 0.018 shader_parameter/open_water_drift_speed = Vector2(0.01, -0.007) shader_parameter/open_water_drift_strength = 0.045 shader_parameter/distant_alpha_start = 260.0 shader_parameter/distant_alpha_end = 1400.0 shader_parameter/environment_tint = Color(1, 1, 1, 1) shader_parameter/environment_brightness = 1.0