Update book props, split content and prepare the lightmap
This commit is contained in:
@@ -18,8 +18,8 @@ nodes/custom_script=""
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nodes/storage=0
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nodes/storage=0
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nodes/use_legacy_names=true
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nodes/use_legacy_names=true
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materials/location=1
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materials/location=1
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materials/storage=1
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materials/storage=0
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materials/keep_on_reimport=true
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materials/keep_on_reimport=false
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meshes/compress=true
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meshes/compress=true
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meshes/ensure_tangents=true
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meshes/ensure_tangents=true
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meshes/storage=1
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meshes/storage=1
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@@ -1,80 +0,0 @@
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[gd_resource type="VisualShader" load_steps=8 format=2]
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[ext_resource path="res://assets/props/book/textures/tx_book_NM.tga" type="Texture" id=1]
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[ext_resource path="res://assets/props/book/textures/tx_book_ORM.tga" type="Texture" id=2]
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[ext_resource path="res://assets/props/book/textures/tx_book_BC.tga" type="Texture" id=3]
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[sub_resource type="VisualShaderNodeTexture" id=1]
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texture = ExtResource( 3 )
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texture_type = 1
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[sub_resource type="VisualShaderNodeTexture" id=2]
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texture = ExtResource( 1 )
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texture_type = 2
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[sub_resource type="VisualShaderNodeTexture" id=3]
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texture = ExtResource( 2 )
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[sub_resource type="VisualShaderNodeVectorDecompose" id=4]
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[resource]
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code = "shader_type spatial;
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render_mode specular_schlick_ggx;
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uniform sampler2D tex_frg_2 : hint_albedo;
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uniform sampler2D tex_frg_4;
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uniform sampler2D tex_frg_3 : hint_normal;
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void vertex() {
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// Output:0
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}
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void fragment() {
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// Texture:2
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vec4 tex_frg_2_read = texture(tex_frg_2, UV.xy);
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vec3 n_out2p0 = tex_frg_2_read.rgb;
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float n_out2p1 = tex_frg_2_read.a;
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// Texture:4
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vec4 tex_frg_4_read = texture(tex_frg_4, UV.xy);
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vec3 n_out4p0 = tex_frg_4_read.rgb;
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float n_out4p1 = tex_frg_4_read.a;
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// VectorDecompose:5
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float n_out5p0 = n_out4p0.x;
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float n_out5p1 = n_out4p0.y;
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float n_out5p2 = n_out4p0.z;
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// Texture:3
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vec4 tex_frg_3_read = texture(tex_frg_3, UV.xy);
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vec3 n_out3p0 = tex_frg_3_read.rgb;
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float n_out3p1 = tex_frg_3_read.a;
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// Output:0
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ALBEDO = n_out2p0;
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METALLIC = n_out5p2;
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ROUGHNESS = n_out5p1;
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AO = n_out5p0;
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NORMAL = n_out3p0;
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}
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void light() {
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// Output:0
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}
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"
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graph_offset = Vector2( -180.394, -217.899 )
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nodes/fragment/0/position = Vector2( 620, 200 )
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nodes/fragment/2/node = SubResource( 1 )
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nodes/fragment/2/position = Vector2( -240, -220 )
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nodes/fragment/3/node = SubResource( 2 )
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nodes/fragment/3/position = Vector2( -172.448, 762.213 )
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nodes/fragment/4/node = SubResource( 3 )
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nodes/fragment/4/position = Vector2( -440, 160 )
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nodes/fragment/5/node = SubResource( 4 )
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nodes/fragment/5/position = Vector2( 0, 300 )
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nodes/fragment/connections = PoolIntArray( 2, 0, 0, 0, 3, 0, 0, 7, 4, 0, 5, 0, 5, 1, 0, 3, 5, 2, 0, 2, 5, 0, 0, 6 )
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After Width: | Height: | Size: 3.0 MiB |
@@ -0,0 +1,37 @@
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[remap]
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importer="texture"
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type="StreamTexture"
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path.s3tc="res://.import/tx_book_MK.tga-8a7c0fa94467fd29a69c4f5b665eec9c.s3tc.stex"
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path.etc2="res://.import/tx_book_MK.tga-8a7c0fa94467fd29a69c4f5b665eec9c.etc2.stex"
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path.etc="res://.import/tx_book_MK.tga-8a7c0fa94467fd29a69c4f5b665eec9c.etc.stex"
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metadata={
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"imported_formats": [ "s3tc", "etc2", "etc" ],
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"vram_texture": true
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}
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[deps]
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source_file="res://assets/props/book/textures/tx_book_MK.tga"
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dest_files=[ "res://.import/tx_book_MK.tga-8a7c0fa94467fd29a69c4f5b665eec9c.s3tc.stex", "res://.import/tx_book_MK.tga-8a7c0fa94467fd29a69c4f5b665eec9c.etc2.stex", "res://.import/tx_book_MK.tga-8a7c0fa94467fd29a69c4f5b665eec9c.etc.stex" ]
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[params]
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compress/mode=2
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=true
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flags/filter=true
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flags/mipmaps=true
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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stream=false
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size_limit=0
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detect_3d=false
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svg/scale=1.0
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