rj-action-library/Runtime/Shading/Shaders/Effects/Outline/Outline.tres

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2025-01-18 12:49:14 +00:00
[gd_resource type="Shader" format=3 uid="uid://bmgpmbthlfon3"]
[resource]
code = "// NOTE: Shader automatically converted from Godot Engine 4.3.stable.mono's StandardMaterial3D.
shader_type spatial;
render_mode blend_mix, world_vertex_coords, depth_draw_opaque, cull_front, 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/Transform.gdshaderinc\"
#include \"res://addons/rokojori_action_library/Runtime/Shading/Library/Noise.gdshaderinc\"
uniform vec4 albedo : source_color;
uniform float sizeClose : hint_range(0,100) = 1;
uniform float sizeFar : hint_range(0,100) =1;
uniform float closeDistance = 5;
uniform float farDistance = 100;
void vertex()
{
float cameraDistance = distance( VERTEX, CAMERA_POSITION_WORLD );
float size = mapClamped( cameraDistance, closeDistance, farDistance, sizeClose, sizeFar );
VERTEX += NORMAL * size/500.0 * cameraDistance;
}
void fragment()
{
ALBEDO = albedo.rgb;
}
"