// NOTE: Shader automatically converted from Godot Engine 4.0.alpha6's StandardMaterial3D. shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx; uniform vec4 base_color : hint_color; uniform vec4 decor_color : hint_color; uniform sampler2D texture_albedo : hint_albedo,filter_linear_mipmap,repeat_enable; uniform float point_size : hint_range(0,128); uniform float roughness : hint_range(0,1); uniform sampler2D texture_metallic : hint_white,filter_linear_mipmap,repeat_enable; uniform vec4 metallic_texture_channel; uniform sampler2D texture_roughness : hint_roughness_r,filter_linear_mipmap,repeat_enable; uniform float specular; uniform float metallic; uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; void vertex() { UV=UV*uv1_scale.xy+uv1_offset.xy; } void fragment() { vec2 base_uv = UV2; vec4 base_color_tex = texture(texture_albedo,base_uv); base_color_tex *= COLOR; ALBEDO = base_color.rgb * (1.0 - base_color_tex.rgb); vec4 decor_tex = texture(texture_albedo,base_uv); decor_tex.rgb = decor_color.rgb * decor_tex.rgb; ALBEDO += decor_tex.rgb; float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel); METALLIC = metallic_tex * metallic; vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0); float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel); ROUGHNESS = roughness_tex * roughness; SPECULAR = specular; }