[gd_scene load_steps=4 format=3 uid="uid://mqsbpvmytw5d"] [sub_resource type="QuadMesh" id="QuadMesh_pajta"] [sub_resource type="Shader" id="Shader_rxp6g"] 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 float raw_VS_linear:hint_range(0,1) = 0.0; void fragment() { vec3 hsl = vec3( UV.x, 1, 0.5 ); vec3 rgb = HSLtoRGB( hsl ); rgb = UV.y > 0.5 ? vec3( UV.x ) : rgb; ALBEDO = mix( rgb, toLinear( rgb ), raw_VS_linear ); } " [sub_resource type="ShaderMaterial" id="ShaderMaterial_okmvv"] render_priority = 0 shader = SubResource("Shader_rxp6g") shader_parameter/raw_VS_linear = 1.0 [node name="Node3D" type="Node3D"] [node name="MeshInstance3D" type="MeshInstance3D" parent="."] mesh = SubResource("QuadMesh_pajta") surface_material_override/0 = SubResource("ShaderMaterial_okmvv")