32 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			32 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
|   | // NOTE: Shader automatically converted from Godot Engine 4.3.rc.mono's StandardMaterial3D. | ||
|  | 
 | ||
|  | shader_type spatial; | ||
|  | render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx, unshaded, shadows_disabled; | ||
|  | 
 | ||
|  | #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Light.gdshaderinc" | ||
|  | #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc" | ||
|  | 
 | ||
|  | uniform vec4 albedo : source_color; | ||
|  | uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable; | ||
|  | uniform float grow : hint_range(-16.0, 16.0, 0.001); | ||
|  | 
 | ||
|  | uniform float fresnelSharpness = 2; | ||
|  | uniform float fresnelMultiply = 1; | ||
|  | uniform float fresnelOffset = 0; | ||
|  | 
 | ||
|  | void vertex()  | ||
|  | {	 | ||
|  | 	VERTEX += NORMAL * grow; | ||
|  | } | ||
|  | 
 | ||
|  | void fragment()  | ||
|  | { | ||
|  | 	vec2 uv = UV; | ||
|  |   float fresnelAmount = fresnel( NORMAL, VIEW, fresnelSharpness) * fresnelMultiply + fresnelOffset; | ||
|  |   fresnelAmount = clamp( fresnelAmount, 0.0, 1.0 ); | ||
|  | 	vec4 albedo_tex = texture( texture_albedo, uv ); | ||
|  |    | ||
|  | 	ALBEDO = albedo.rgb * albedo_tex.rgb; | ||
|  | 	ALPHA *= albedo.a * albedo_tex.a * fresnelAmount; | ||
|  | } |