class_name CockpitMaterialPalette extends RefCounted var painted_steel: Material var dark_steel: Material var brass: Material var copper: Material var rubber: Material var ivory: Material var warm_emission: StandardMaterial3D var red_emission: StandardMaterial3D func _init() -> void: painted_steel = _weathered_material( Color(0.045, 0.12, 0.125), Color(0.16, 0.18, 0.17), 0.52, 0.58, 0.13 ) dark_steel = _weathered_material( Color(0.045, 0.055, 0.055), Color(0.22, 0.24, 0.22), 0.78, 0.44, 0.08 ) brass = _weathered_material( Color(0.28, 0.18, 0.045), Color(0.08, 0.16, 0.13), 0.74, 0.38, 0.17 ) copper = _weathered_material( Color(0.34, 0.12, 0.045), Color(0.055, 0.18, 0.15), 0.72, 0.42, 0.12 ) rubber = _plain_material(Color(0.012, 0.018, 0.018), 0.0, 0.92) ivory = _plain_material(Color(0.72, 0.69, 0.56), 0.05, 0.63) warm_emission = _emissive_material(Color(0.96, 0.52, 0.18), 2.4) red_emission = _emissive_material(Color(0.92, 0.055, 0.025), 3.6) func _weathered_material( base_color: Color, worn_color: Color, metallic: float, roughness: float, wear_amount: float ) -> ShaderMaterial: var shader := Shader.new() shader.code = """ shader_type spatial; render_mode diffuse_burley, specular_schlick_ggx; uniform vec4 base_color : source_color; uniform vec4 worn_color : source_color; uniform float metallic_value : hint_range(0.0, 1.0); uniform float roughness_value : hint_range(0.0, 1.0); uniform float wear_amount : hint_range(0.0, 0.4); float hash21(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123); } float value_noise(vec2 p) { vec2 cell = floor(p); vec2 local = fract(p); local = local * local * (3.0 - 2.0 * local); float a = hash21(cell); float b = hash21(cell + vec2(1.0, 0.0)); float c = hash21(cell + vec2(0.0, 1.0)); float d = hash21(cell + vec2(1.0, 1.0)); return mix(mix(a, b, local.x), mix(c, d, local.x), local.y); } void fragment() { float broad = value_noise(UV * 11.0); float grain = value_noise(UV * 73.0 + vec2(4.2, 8.7)); float wear = smoothstep(0.76, 1.0, broad) * wear_amount; ALBEDO = mix(base_color.rgb * mix(0.78, 1.08, broad), worn_color.rgb, wear); METALLIC = metallic_value; ROUGHNESS = clamp(roughness_value + (grain - 0.5) * 0.22, 0.16, 0.96); } """ var material := ShaderMaterial.new() material.shader = shader material.set_shader_parameter("base_color", base_color) material.set_shader_parameter("worn_color", worn_color) material.set_shader_parameter("metallic_value", metallic) material.set_shader_parameter("roughness_value", roughness) material.set_shader_parameter("wear_amount", wear_amount) return material func _plain_material( color: Color, metallic: float, roughness: float ) -> StandardMaterial3D: var material := StandardMaterial3D.new() material.albedo_color = color material.metallic = metallic material.roughness = roughness return material func _emissive_material(color: Color, energy: float) -> StandardMaterial3D: var material := StandardMaterial3D.new() material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED material.albedo_color = color material.emission_enabled = true material.emission = color material.emission_energy_multiplier = energy return material