[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://b62lu8d7olp0s"] [sub_resource type="Shader" id="Shader_kbo40"] code = "// NOTE: Shader automatically converted from Godot Engine 4.3.stable's StandardMaterial3D. shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx; uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable; 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 *((sin(TIME*10.))))* 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; } " [resource] render_priority = 0 shader = SubResource("Shader_kbo40") shader_parameter/albedo = Color(1, 1, 0, 1) 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)