86 lines
3.1 KiB
Plaintext
86 lines
3.1 KiB
Plaintext
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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://m53pcokl72j8"]
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[sub_resource type="Shader" id="Shader_w6e1d"]
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code = "// NOTE: Shader automatically converted from Godot Engine 4.3.stable'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, unshaded;
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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 distance_fade_min : hint_range(0.0, 4096.0, 0.01);
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uniform float distance_fade_max : hint_range(0.0, 4096.0, 0.01);
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uniform float point_size : hint_range(0.1, 128.0, 0.1);
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uniform float roughness : hint_range(0.0, 1.0);
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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 : 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 sampler2D texture_heightmap : hint_default_black, filter_linear_mipmap, repeat_enable;
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uniform float heightmap_scale : hint_range(-16.0, 16.0, 0.001);
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uniform int heightmap_min_layers : hint_range(1, 64);
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uniform int heightmap_max_layers : hint_range(1, 64);
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uniform vec2 heightmap_flip;
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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 = UV;
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{
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// Height: Enabled
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vec3 view_dir = normalize(normalize(-VERTEX + EYE_OFFSET) * mat3(TANGENT * heightmap_flip.x, -BINORMAL * heightmap_flip.y, NORMAL));
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float depth = 1.0 - texture(texture_heightmap, base_uv).r;
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vec2 ofs = base_uv - view_dir.xy * depth * heightmap_scale * 0.01;
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base_uv = ofs;
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}
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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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SPECULAR = specular;
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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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ALPHA *= albedo.a * albedo_tex.a;
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// Distance Fade: Pixel Alpha
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ALPHA *= clamp(1.0 - smoothstep(0, 50, length(VERTEX)), 0.0, 1.0);
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}
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"
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[resource]
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render_priority = 2
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shader = SubResource("Shader_w6e1d")
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shader_parameter/albedo = Color(0.118581, 0.118581, 0.118581, 0.760784)
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shader_parameter/distance_fade_min = 0.0
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shader_parameter/distance_fade_max = 5.0
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shader_parameter/point_size = 1.0
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shader_parameter/roughness = 1.0
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shader_parameter/metallic_texture_channel = null
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shader_parameter/specular = 0.5
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shader_parameter/metallic = 0.0
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shader_parameter/heightmap_scale = 5.0
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shader_parameter/heightmap_min_layers = 8
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shader_parameter/heightmap_max_layers = 32
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shader_parameter/heightmap_flip = Vector2(1, 1)
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shader_parameter/uv1_scale = Vector3(1, 1, 1)
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shader_parameter/uv1_offset = Vector3(0, 0, 0)
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shader_parameter/uv2_scale = Vector3(1, 1, 1)
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shader_parameter/uv2_offset = Vector3(0, 0, 0)
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