32 lines
		
	
	
		
			683 B
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			32 lines
		
	
	
		
			683 B
		
	
	
	
		
			Plaintext
		
	
	
	
|   | // 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; | ||
|  | } |