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