rj-action-library/Runtime/Shading/Shaders/Effects/Overlay/Overlay.gdshader

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// NOTE: Shader automatically converted from Godot Engine 4.3.stable.mono's StandardMaterial3D.
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx, unshaded;
uniform vec4 albedo : source_color;
uniform float opacityModulationStrength : hint_range(0,1) = 0.2;
uniform float opacityModulationDuration : hint_range(0,10) = 1;
varying vec4 appliedColor;
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void vertex()
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{
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float sinTime = sin( mod( TIME, opacityModulationDuration ) / opacityModulationDuration * PI * 2.0 ) / 2.0;
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float alpha = 1.0 - opacityModulationStrength * 0.5 + sinTime * opacityModulationStrength;
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appliedColor = albedo ;
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appliedColor.a *= alpha;
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}
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void fragment()
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{
ALBEDO = appliedColor.rgb;
ALPHA *= appliedColor.a;
}