rj-action-library/Runtime/Shading/Shaders/Depth/DepthScissorWrite.gdshader

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// NOTE: Shader automatically converted from Godot Engine 4.4.stable.mono's StandardMaterial3D.
shader_type spatial;
render_mode blend_mix, depth_draw_always, cull_disabled, unshaded;
uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
uniform float treshold:hint_range(0,1) = 0.1;
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform float grow;
void vertex()
{
UV = UV * uv1_scale.xy + uv1_offset.xy;
VERTEX += NORMAL * grow;
}
void fragment()
{
vec4 opacity = texture( texture_albedo, UV );
if ( opacity.r < treshold )
{
discard;
}
ALBEDO = albedo.rgb;
//ALPHA = albedo.a;
}