Changed normal of the ground to GL, Now the normal mapping is correct.
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[gd_resource type="StandardMaterial3D" load_steps=6 format=3 uid="acg_0wl6yudb"]
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[ext_resource type="Texture2D" uid="uid://acg_qwdu613c" id="Color" path="./PavingStones046_2K-JPG_Color.jpg"]
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[ext_resource type="Texture2D" uid="uid://acg_l5d9bi73" id="AmbientOcclusion" path="./PavingStones046_2K-JPG_AmbientOcclusion.jpg"]
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[ext_resource type="Texture2D" uid="uid://acg_ad0vlmbp" id="Displacement" path="./PavingStones046_2K-JPG_Displacement.jpg"]
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[ext_resource type="Texture2D" uid="uid://acg_iu7w0s8l" id="Roughness" path="./PavingStones046_2K-JPG_Roughness.jpg"]
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[ext_resource type="Texture2D" uid="uid://acg_nby48io6" id="NormalGL" path="./PavingStones046_2K-JPG_NormalGL.jpg"]
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[resource]
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albedo_texture = ExtResource("Color")
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ao_enabled = true
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ao_texture = ExtResource("AmbientOcclusion")
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ao_texture_channel = 4
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roughness_texture = ExtResource("Roughness")
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roughness_texture_channel = 4
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normal_texture = ExtResource("NormalGL")
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normal_enabled = true
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heightmap_texture = ExtResource("Displacement")
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heightmap_scale = 1.0
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heightmap_enabled = true
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