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project.godot
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="godot-procedural-grass"
run/main_scene="res://example/example.tscn"
config/features=PackedStringArray("4.3", "Forward Plus")
config/icon="res://icon.svg"
[autoload]
Wind="*res://global/Wind.gd"
[input]
forward={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
]
}
backward={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
]
}
left={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
]
}
right={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
]
}
[rendering]
lights_and_shadows/directional_shadow/size=8192
global_illumination/sdfgi/probe_ray_count=2
anti_aliasing/quality/use_taa=true
[shader_globals]
wind_noise={
"type": "sampler2D",
"value": ""
}
wind_strength={
"type": "float",
"value": 0.0
}
wind_direction={
"type": "vec2",
"value": Vector2(0, 0)
}
wind_turbulence={
"type": "float",
"value": 0.0
}
wind_noise_scale={
"type": "float",
"value": 0.0
}
wind_noise_strength={
"type": "float",
"value": 0.0
}