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[gd_resource type="Shader" format=3 uid="uid://der346ayua0mt"] |
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[resource] |
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code = " |
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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,depth_prepass_alpha; |
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uniform vec4 albedo : source_color; |
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uniform sampler2D texture_albedo : source_color,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_default_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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uniform float sway_frequency : hint_range(0,1) = 1.0; |
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uniform float sway_scale : hint_range(0,1) = 0.1; |
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vec3 sway(vec3 vertex, float frequency, float magnitude) { |
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return vec3( |
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vertex.x + vertex.y * sin(frequency * TIME) * magnitude, |
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vertex.y, |
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vertex.z + vertex.y * cos(frequency * TIME) * magnitude |
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); |
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} |
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void vertex() { |
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UV=UV*uv1_scale.xy+uv1_offset.xy; |
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VERTEX = sway(VERTEX, sway_frequency, sway_scale); |
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} |
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void fragment() { |
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vec2 base_uv = UV; |
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vec4 albedo_tex = texture(texture_albedo,base_uv); |
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ALBEDO = albedo.rgb * albedo_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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ALPHA *= albedo.a * albedo_tex.a; |
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} |
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" |
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