[gd_resource type="ShaderMaterial" load_steps=8 format=3 uid="uid://d3ka0yjhxu5ks"]

[ext_resource type="Shader" path="res://src/shaders/frosted_glass.gdshader" id="1_jx055"]

[sub_resource type="FastNoiseLite" id="FastNoiseLite_ieey5"]
noise_type = 2
fractal_type = 2

[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_7g8ap"]
seamless = true
as_normal_map = true
noise = SubResource("FastNoiseLite_ieey5")

[sub_resource type="FastNoiseLite" id="FastNoiseLite_etunr"]
noise_type = 2
seed = 1
fractal_type = 2

[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_5huy0"]
seamless = true
noise = SubResource("FastNoiseLite_etunr")

[sub_resource type="FastNoiseLite" id="FastNoiseLite_bxk71"]

[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_umhmc"]
noise = SubResource("FastNoiseLite_bxk71")

[resource]
render_priority = 0
shader = ExtResource("1_jx055")
shader_parameter/albedo = Color(1, 0.6, 1, 0.6)
shader_parameter/roughness = 0.55
shader_parameter/refraction = 0.0500008
shader_parameter/refraction_texture_channel = Vector4(1, 0, 0, 0)
shader_parameter/texture_refraction = SubResource("NoiseTexture2D_5huy0")
shader_parameter/normal_strength = 0.200001
shader_parameter/normal_map = SubResource("NoiseTexture2D_7g8ap")
shader_parameter/subsurface_scattering_strength = 1.0
shader_parameter/texture_subsurface_scattering = SubResource("NoiseTexture2D_umhmc")
shader_parameter/edge_color = Color(0, 0, 0, 1)
shader_parameter/surface_contribution = 0.9
shader_parameter/specular_contribution = 20.0
shader_parameter/refraction_contribution = 3.0
shader_parameter/uv1_scale = Vector3(1, 1, 1)
shader_parameter/uv1_offset = Vector3(0, 0, 0)
