[gd_scene load_steps=9 format=2] [ext_resource path="res://water/Wave.gdshader" type="Shader" id=1] [ext_resource path="res://water/Water.gd" type="Script" id=2] [sub_resource type="PlaneMesh" id=9] size = Vector2( 2000, 2000 ) subdivide_width = 500 subdivide_depth = 500 [sub_resource type="OpenSimplexNoise" id=17] [sub_resource type="NoiseTexture" id=18] seamless = true as_normalmap = true noise = SubResource( 17 ) [sub_resource type="ShaderMaterial" id=11] shader = ExtResource( 1 ) shader_param/wave1 = Quat( 0.25, 0.10472, 2.38732, 203.957 ) shader_param/wave1_dir = Vector2( 1, 1 ) shader_param/wave2 = Quat( 0.25, 0.202683, 1.23345, 146.603 ) shader_param/wave2_dir = Vector2( 1, 0.6 ) shader_param/wave3 = Quat( 0.25, 0.349066, 0.716197, 111.712 ) shader_param/wave3_dir = Vector2( 1, 1.3 ) shader_param/water_colour = Color( 0.694118, 0.945098, 0.941176, 0.368627 ) shader_param/deep_water_colour = Color( 0.25098, 0.623529, 0.788235, 0.54902 ) shader_param/foam_amount = 0.6 shader_param/murkiness = 4.0 shader_param/refraction_amount = 0.01 shader_param/noise = SubResource( 18 ) [sub_resource type="PlaneMesh" id=19] size = Vector2( 10000, 10000 ) subdivide_width = 100 subdivide_depth = 100 [sub_resource type="PlaneMesh" id=20] size = Vector2( 2000, 2000 ) [node name="Water" type="Spatial"] [node name="MeshInstance" type="MeshInstance" parent="."] layers = 2 mesh = SubResource( 9 ) material/0 = SubResource( 11 ) script = ExtResource( 2 ) wave1_steepness = 0.25 wave1_wavelength = 60.0 wave1_direction = Vector2( 1, 1 ) wave2_steepness = 0.25 wave2_wavelength = 31.0 wave2_direction = Vector2( 1, 0.6 ) wave3_steepness = 0.25 wave3_wavelength = 18.0 wave3_direction = Vector2( 1, 1.3 ) [node name="CSGMesh" type="CSGMesh" parent="."] layers = 2 mesh = SubResource( 19 ) material = SubResource( 11 ) [node name="CSGMesh" type="CSGMesh" parent="CSGMesh"] layers = 2 operation = 2 mesh = SubResource( 20 )