// 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; #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.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 roughness : hint_range(0.0, 1.0); uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable; uniform vec4 metallic_texture_channel; uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable; uniform float specular : hint_range(0.0, 1.0, 0.01); uniform float metallic : hint_range(0.0, 1.0, 0.01); uniform sampler2D texture_normal : hint_roughness_normal, filter_linear_mipmap, repeat_enable; uniform float normal_scale : hint_range(-16.0, 16.0); uniform sampler2D texture_ambient_occlusion : hint_default_white, filter_linear_mipmap, repeat_enable; uniform vec4 ao_texture_channel; uniform float ao_light_affect : hint_range(0.0, 1.0, 0.01); uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform float windStrength = 0; uniform vec2 windSpeed = vec2(1,1); uniform float windScale = 1; uniform sampler2D windNoise; uniform vec2 windNoiseAngleOffset; uniform vec2 windNoiseStrengthOffset; uniform float windStart = 0; uniform float windEnd = 1; uniform float windWeightCurve:hint_range(0,1) = 0.5f; uniform float windHeightCompensation :hint_range(0,1) = 0.5f; void vertex() { UV = UV * uv1_scale.xy + uv1_offset.xy; float windAmount = normalizeToRange01( VERTEX.y, windStart, windEnd ); float rawWindAmount = windAmount; windAmount = mix( windAmount, windAmount * windAmount, windWeightCurve ); vec3 worldVertex = localToWorld( VERTEX, MODEL_MATRIX ).xyz; vec2 windUV = TIME * windSpeed + worldVertex.xz * windScale; float angle = texture( windNoise, windUV + windNoiseAngleOffset).r * PI * 2.0; float strength = texture( windNoise, windUV + windNoiseStrengthOffset ).r * windStrength; vec2 circle = onCircle( angle ) * strength; VERTEX = worldToLocal( worldVertex + vec3( circle.x, 0, circle.y ) * windAmount, MODEL_MATRIX ); VERTEX.y = mix( VERTEX.y, max( 0, VERTEX.y - strength * windAmount), windHeightCompensation * 2.0f ); } void fragment() { vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo, base_uv); ALBEDO = albedo.rgb * albedo_tex.rgb; float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel); METALLIC = metallic_tex * metallic; SPECULAR = specular; vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0); float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel); ROUGHNESS = roughness_tex * roughness; NORMAL_MAP = texture(texture_normal, base_uv).rgb; NORMAL_MAP_DEPTH = normal_scale; AO = dot(texture(texture_ambient_occlusion, base_uv), ao_texture_channel); AO_LIGHT_AFFECT = ao_light_affect; }