26 lines
779 B
Plaintext
26 lines
779 B
Plaintext
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shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx, depth_prepass_alpha;
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uniform vec4 albedo : source_color;
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uniform float roughness : hint_range(0.0, 1.0);
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uniform float specular : hint_range(0.0, 1.0, 0.01);
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uniform float metallic : hint_range(0.0, 1.0, 0.01);
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uniform vec3 uv1_scale;
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uniform vec3 uv1_offset;
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uniform sampler2D texture_albedo_for_alpha : source_color, filter_linear_mipmap, repeat_enable;
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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 = UV;
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vec4 albedo_tex_for_alpha = texture(texture_albedo_for_alpha, base_uv);
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ALBEDO = albedo.rgb;
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METALLIC = metallic;
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SPECULAR = specular;
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ROUGHNESS = roughness;
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ALPHA *= albedo.a * albedo_tex_for_alpha.a;
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}
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