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