58 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			58 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
|   | // NOTE: Shader automatically converted from Godot Engine 4.3.rc.mono's StandardMaterial3D. | ||
|  | 
 | ||
|  | shader_type spatial; | ||
|  | render_mode blend_add, 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" | ||
|  | #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc" | ||
|  | #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Time.gdshaderinc" | ||
|  | #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Noise.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 sampler2D scanTexture : source_color, filter_linear_mipmap, repeat_enable; | ||
|  | uniform float range; | ||
|  | uniform float offset; | ||
|  | 
 | ||
|  | uniform float rangeWobble = 0.1; | ||
|  | uniform float rangeWobbleDuration = 1; | ||
|  | uniform float offsetWobble = 0.1; | ||
|  | uniform float offsetWobbleDuration = 1; | ||
|  | 
 | ||
|  | uniform float noiseScale = 1; | ||
|  | uniform vec3 noiseOffset = vec3( 1, 1, 1 ); | ||
|  | uniform float noiseAmount: hint_range(0, 1) = 0.5; | ||
|  | uniform float rgbScale = 1; | ||
|  | uniform float alphaScale = 1; | ||
|  | varying vec3 localVertex; | ||
|  | 
 | ||
|  | 
 | ||
|  | 
 | ||
|  | void vertex() | ||
|  | { | ||
|  | 	VERTEX += NORMAL * grow; | ||
|  | 
 | ||
|  |   localVertex = VERTEX * ( MODEL_NORMAL_MATRIX ); | ||
|  | } | ||
|  | 
 | ||
|  | void fragment() | ||
|  | { | ||
|  | 	vec2 uv = UV; | ||
|  |   float rangeWobbleValue = timeSine( TIME, rangeWobbleDuration ); | ||
|  |   float offsetWobbleValue = timeSine( TIME, offsetWobbleDuration ); | ||
|  | 
 | ||
|  |   float animatedRange = range + rangeWobbleValue * rangeWobble; | ||
|  |   float animatedOffset = - ( offset + offsetWobbleValue * offsetWobble ); | ||
|  | 	vec4 albedo_tex = texture( texture_albedo, uv ); | ||
|  |   float scanUV = normalizeToRange01( localVertex.y, animatedOffset - animatedRange, animatedOffset + animatedRange ); | ||
|  |   vec4 scanColor = texture( scanTexture, vec2( scanUV, 0 ) ); | ||
|  | 
 | ||
|  |   float noise = perlin3D( localVertex * noiseScale + noiseOffset * TIME ); | ||
|  |   noise = mix( 1, noise, noiseAmount ); | ||
|  | 	ALBEDO = albedo.rgb * scanColor.rgb * rgbScale; | ||
|  | 	ALPHA *= albedo.a * albedo_tex.a * scanColor.a * alphaScale * noise; | ||
|  | } |