godot-third-person-basic-scene/maps/shaders/ashtarie-bench_flower-band.gdshader

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// 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;
}