LargeScreen/line_2.tres

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2025-01-13 14:39:58 +08:00
[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://bvx5nafrrq4nl"]
[sub_resource type="Shader" id="Shader_hycn6"]
code = "// NOTE: Shader automatically converted from Godot Engine 4.3.stable's StandardMaterial3D.
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx, unshaded;
uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
uniform float distance_fade_min : hint_range(0.0, 4096.0, 0.01);
uniform float distance_fade_max : hint_range(0.0, 4096.0, 0.01);
uniform float point_size : hint_range(0.1, 128.0, 0.1);
uniform float roughness : hint_range(0.0, 1.0);
uniform sampler2D texture_metallic : hint_default_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 : hint_range(0.0, 1.0, 0.01);
uniform float metallic : hint_range(0.0, 1.0, 0.01);
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 = UV;
vec4 albedo_tex = texture(texture_albedo, base_uv);
ALBEDO = albedo.rgb * albedo_tex.rgb;
float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel);
METALLIC = metallic_tex * metallic;
SPECULAR = specular;
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;
ALPHA *= albedo.a * albedo_tex.a;
// Distance Fade: Pixel Alpha
ALPHA *= clamp(1.0 - smoothstep(distance_fade_min, 30, length(VERTEX)), 0.0, 1.0);
}
"
[resource]
render_priority = 5
shader = SubResource("Shader_hycn6")
shader_parameter/albedo = Color(0.890196, 0.890196, 0, 0.517647)
shader_parameter/distance_fade_min = 0.0
shader_parameter/distance_fade_max = 10.0
shader_parameter/point_size = 1.0
shader_parameter/roughness = 1.0
shader_parameter/metallic_texture_channel = null
shader_parameter/specular = 0.5
shader_parameter/metallic = 0.0
shader_parameter/uv1_scale = Vector3(1, 1, 1)
shader_parameter/uv1_offset = Vector3(0, 0, 0)
shader_parameter/uv2_scale = Vector3(1, 1, 1)
shader_parameter/uv2_offset = Vector3(0, 0, 0)