shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_back, unshaded; #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Colors.gdshaderinc" uniform float gammaA = 1.0; uniform sampler2D channelTextureA : hint_default_white, filter_linear_mipmap, repeat_enable; uniform float gammaB = 1.0; uniform sampler2D channelTextureB : hint_default_white, filter_linear_mipmap, repeat_enable; uniform float gammaC = 1.0; uniform sampler2D channelTextureC : hint_default_black, filter_linear_mipmap, repeat_enable; uniform vec3 uv1_scale = vec3( 1, 1, 1 ); uniform vec3 uv1_offset = vec3( 0, 0, 0 ); void vertex() { UV = UV * uv1_scale.xy + uv1_offset.xy; } vec4 getColor( vec2 uv, sampler2D channelTexture, int index, float gammaPower ) { vec4 color = texture( channelTexture, uv ); vec4 outputColor = index == 0 ? vec4( color.r, 0, 0, 1 ) : index == 1 ? vec4( 0, color.g, 0, 1 ) : vec4( 0, 0, color.b, 1 ); outputColor.rgb = gamma( outputColor.rgb, gammaPower ); return outputColor; } void fragment() { vec4 colorA = getColor( UV, channelTextureA, 0, gammaA ); vec4 colorB = getColor( UV, channelTextureB, 1, gammaB ); vec4 colorC = getColor( UV, channelTextureC, 2, gammaC ); ALBEDO = colorA.rgb + colorB.rgb + colorC.rgb; }