[gd_scene load_steps=5 format=3 uid="uid://mqsbpvmytw5d"] [ext_resource type="Texture2D" uid="uid://dxiqtljlpegi" path="res://gradient.png" id="1_rxp6g"] [sub_resource type="QuadMesh" id="QuadMesh_pajta"] [sub_resource type="Shader" id="Shader_okmvv"] code = "// NOTE: Shader automatically converted from Godot Engine 4.4.stable.mono's StandardMaterial3D. shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_back, unshaded; #include \"res://addons/rokojori_action_library/Runtime/Shading/Library/Colors.gdshaderinc\" uniform sampler2D someTex:source_color; uniform float raw_VS_linear:hint_range(0,1) = 0.0; void fragment() { vec3 rgb = texture( someTex, UV ).rgb; ALBEDO = mix( rgb, SRGBtoLINEAR( rgb ), raw_VS_linear ); } " [sub_resource type="ShaderMaterial" id="ShaderMaterial_okmvv"] render_priority = 0 shader = SubResource("Shader_okmvv") shader_parameter/someTex = ExtResource("1_rxp6g") shader_parameter/raw_VS_linear = 0.0 [node name="Node3D" type="Node3D"] [node name="MeshInstance3D" type="MeshInstance3D" parent="."] mesh = SubResource("QuadMesh_pajta") surface_material_override/0 = SubResource("ShaderMaterial_okmvv") [node name="MeshInstance3D2" type="MeshInstance3D" parent="."] mesh = SubResource("QuadMesh_pajta") surface_material_override/0 = SubResource("ShaderMaterial_okmvv")