55 lines
1.8 KiB
Plaintext
55 lines
1.8 KiB
Plaintext
![]() |
// NOTE: Shader automatically converted from Godot Engine 4.4.stable.mono's StandardMaterial3D.
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shader_type spatial;
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render_mode blend_add, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx, unshaded;
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Light.gdshaderinc"
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uniform vec4 albedo : source_color;
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uniform vec4 albedo2 : source_color;
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uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
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uniform float grow : hint_range(0, 0.2);
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uniform sampler2D texture_grow : repeat_enable;
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uniform float fresnelFade : hint_range(0,100) = 0.1;
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uniform float fadeStart : hint_range(0,1) = 0.1;
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uniform float fadeEnd : hint_range(0,1) = 0.3;
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uniform float fadeOffset : hint_range(-1, 1);
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uniform float fadePower : hint_range(0, 20);
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uniform float fadeScale : hint_range(-10, 10);
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uniform vec3 uv1_scale;
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uniform vec2 uv1_speed;
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uniform vec3 uv2_scale;
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uniform vec2 uv2_speed;
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varying vec2 originalUV;
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void vertex()
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{
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originalUV = UV;
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UV = UV * uv1_scale.xy + uv1_speed * TIME;
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vec2 uv2 = UV * uv2_scale.xy + uv2_speed * TIME;
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float growSampled = texture(texture_grow, uv2).r * 2.0 - 1.0;
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VERTEX += NORMAL * grow * growSampled;
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}
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void fragment()
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{
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vec2 base_uv = UV;
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vec4 albedo_tex = texture(texture_albedo, base_uv);
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vec4 mixedAlbedo = mix( albedo, albedo2, originalUV.y );
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ALBEDO = mixedAlbedo.rgb * albedo_tex.rgb;
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float f = 1.0 - fresnel( NORMAL, vec3(0,0,1), fresnelFade );
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float fade = 1.0 - originalUV.y;
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fade = pow( fade + fadeOffset, fadePower );
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fade = clamp( fade * fadeScale, 0, 1 );
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fade = fade * mapClamped( originalUV.y, fadeStart, fadeEnd, 0, 1 );
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ALPHA *= albedo.a * albedo_tex.a * fade * f;
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}
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