terrain-editor/project/assets/materials/terrain_material.tres

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[gd_resource type="ShaderMaterial" load_steps=8 format=3 uid="uid://8j7uyk0vnllg"]
[ext_resource type="Shader" uid="uid://dsbxpdveoilep" path="res://assets/shaders/terrain.gdshader" id="1_ho7uc"]
[sub_resource type="Gradient" id="Gradient_ho7uc"]
offsets = PackedFloat32Array(0, 0.989274)
colors = PackedColorArray(0.31725, 0.45, 0.1845, 1, 0.236594, 0.332715, 0.176904, 1)
[sub_resource type="FastNoiseLite" id="FastNoiseLite_mqhx5"]
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_waqik"]
color_ramp = SubResource("Gradient_ho7uc")
noise = SubResource("FastNoiseLite_mqhx5")
[sub_resource type="Gradient" id="Gradient_mqhx5"]
offsets = PackedFloat32Array(0, 0.988749)
colors = PackedColorArray(0.206053, 0.206053, 0.206053, 1, 0.293371, 0.293371, 0.293371, 1)
[sub_resource type="FastNoiseLite" id="FastNoiseLite_waqik"]
noise_type = 3
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_oj3sr"]
color_ramp = SubResource("Gradient_mqhx5")
noise = SubResource("FastNoiseLite_waqik")
[resource]
render_priority = 0
shader = ExtResource("1_ho7uc")
shader_parameter/floor_1_albedo = SubResource("NoiseTexture2D_waqik")
shader_parameter/floor_1_roughness = 1.0
shader_parameter/floor_1_tiling = 0.1
shader_parameter/floor_1_specular = 1.0
shader_parameter/floor_1_metallic = 0.5
shader_parameter/floor_2_roughness = 0.7
shader_parameter/floor_2_tiling = 500.0
shader_parameter/floor_2_specular = 0.5
shader_parameter/floor_2_metallic = 0.5
shader_parameter/floor_3_roughness = 0.7
shader_parameter/floor_3_tiling = 500.0
shader_parameter/floor_3_specular = 0.5
shader_parameter/floor_3_metallic = 0.5
shader_parameter/region_blending = 1.0
shader_parameter/slope_threshold = 0.348
shader_parameter/slope_blend_distance = 0.05
shader_parameter/slope_albedo = SubResource("NoiseTexture2D_oj3sr")
shader_parameter/slope_tiling = 0.1
shader_parameter/slope_roughness = 1.0
shader_parameter/slope_specular = 1.0
shader_parameter/slope_metallic = 0.5