[gd_scene load_steps=7 format=2] [sub_resource type="CubeMesh" id=1] size = Vector3( 2, 2, 2 ) subdivide_width = 0 subdivide_height = 0 subdivide_depth = 0 [sub_resource type="SpatialMaterial" id=2] render_priority = 0 flags_transparent = false flags_unshaded = false flags_vertex_lighting = false flags_no_depth_test = false flags_use_point_size = false flags_world_triplanar = false flags_fixed_size = false flags_albedo_tex_force_srgb = false vertex_color_use_as_albedo = false vertex_color_is_srgb = false params_diffuse_mode = 0 params_specular_mode = 0 params_blend_mode = 0 params_cull_mode = 0 params_depth_draw_mode = 0 params_line_width = 1.0 params_point_size = 1.0 params_billboard_mode = 0 params_grow = false params_use_alpha_scissor = false albedo_color = Color( 0.0114746, 0.367188, 0.0420437, 1 ) metallic = 0.0 metallic_specular = 0.5 metallic_texture_channel = 0 roughness = 0.0 roughness_texture_channel = 0 emission_enabled = false normal_enabled = false rim_enabled = false clearcoat_enabled = false anisotropy_enabled = false ao_enabled = false depth_enabled = false subsurf_scatter_enabled = false transmission_enabled = false refraction_enabled = false detail_enabled = false uv1_scale = Vector3( 1, 1, 1 ) uv1_offset = Vector3( 0, 0, 0 ) uv1_triplanar = false uv1_triplanar_sharpness = 1.0 uv2_scale = Vector3( 1, 1, 1 ) uv2_offset = Vector3( 0, 0, 0 ) uv2_triplanar = false uv2_triplanar_sharpness = 1.0 proximity_fade_enable = false distance_fade_enable = false _sections_unfolded = [ "Albedo" ] [sub_resource type="BoxShape" id=6] extents = Vector3( 1, 1, 1 ) [sub_resource type="CubeMesh" id=3] size = Vector3( 2, 2, 2 ) subdivide_width = 0 subdivide_height = 0 subdivide_depth = 0 [sub_resource type="Shader" id=4] code = "shader_type spatial; void fragment() { ALBEDO = vec3(1.0, 0.0, 0.0); }" [sub_resource type="ShaderMaterial" id=5] render_priority = 0 shader = SubResource( 4 ) [node name="Spatial" type="Spatial" index="0"] [node name="MeshSpatial" type="MeshInstance" parent="." index="0"] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -2.6011, 0, 0 ) layers = 1 material_override = null cast_shadow = 1 extra_cull_margin = 0.0 use_in_baked_light = false lod_min_distance = 0.0 lod_min_hysteresis = 0.0 lod_max_distance = 0.0 lod_max_hysteresis = 0.0 mesh = SubResource( 1 ) skeleton = NodePath("..") material/0 = SubResource( 2 ) _sections_unfolded = [ "material" ] [node name="StaticBody" type="StaticBody" parent="MeshSpatial" index="0"] input_ray_pickable = true input_capture_on_drag = false collision_layer = 1 collision_mask = 1 friction = 1.0 bounce = 0.0 constant_linear_velocity = Vector3( 0, 0, 0 ) constant_angular_velocity = Vector3( 0, 0, 0 ) _sections_unfolded = [ "Collision" ] [node name="CollisionShape" type="CollisionShape" parent="MeshSpatial/StaticBody" index="0"] shape = SubResource( 6 ) disabled = false [node name="Camera" type="Camera" parent="." index="1"] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 10 ) keep_aspect = 1 cull_mask = 1048575 environment = null h_offset = 0.0 v_offset = 0.0 doppler_tracking = 0 projection = 0 current = false fov = 36.7994 size = 1.0 near = 0.05 far = 100.0 _sections_unfolded = [ "Transform" ] [node name="MeshShader" type="MeshInstance" parent="." index="2"] transform = Transform( 0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 2.35384, 0, 0 ) layers = 1 material_override = null cast_shadow = 1 extra_cull_margin = 0.0 use_in_baked_light = false lod_min_distance = 0.0 lod_min_hysteresis = 0.0 lod_max_distance = 0.0 lod_max_hysteresis = 0.0 mesh = SubResource( 3 ) skeleton = NodePath("..") material/0 = SubResource( 5 ) _sections_unfolded = [ "Transform", "material" ]