shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx; uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : source_color; uniform sampler2D ao_texture : source_color; uniform vec4 ao_texture_channel; uniform sampler2D roughness_texture : source_color; uniform vec4 roughness_texture_channel; uniform sampler2D metallic_texture : source_color; uniform vec4 metallic_texture_channel; uniform bool use_alpha_texture = false; uniform float roughness : hint_range(0,1) = 1.0; uniform float metallic : hint_range(0,1) = 0.0; uniform float alpha_scissor_threshold : hint_range(0,1); uniform bool use_ao_texture = false; uniform bool use_roughness_texture = false; uniform bool use_metallic_texture = false; uniform vec3 uv1_scale; uniform vec3 uv1_offset; void vertex() { UV=UV*uv1_scale.xy+uv1_offset.xy; } void fragment() { vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo,base_uv); float ao_tex = mix(1.0, dot(texture(ao_texture,base_uv), ao_texture_channel), float(use_ao_texture)); float rougness_tex = mix(1.0,dot(texture(roughness_texture,base_uv), roughness_texture_channel), float(use_roughness_texture)); float metallic_tex = mix(1.0,dot(texture(metallic_texture,base_uv), metallic_texture_channel), float(use_metallic_texture)); ALBEDO = vec3(ao_tex, rougness_tex * roughness, metallic_tex * metallic); if(use_alpha_texture) { ALPHA = albedo_tex.a; ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold; } }