shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx; uniform vec4 albedo_color : source_color; uniform sampler2D albedo_texture : source_color; uniform sampler2D normal_texture : source_color; uniform bool use_normalmap = false; uniform bool use_alpha_texture = false; uniform float alpha_scissor_threshold : hint_range(0,1); uniform float normal_scale : hint_range(-5,5); 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 = texture( albedo_texture, base_uv ) * albedo_color; vec4 normal_tex = texture( normal_texture, base_uv ); // 0.5 + -1.0 == -1.0 + 0.5 //ALBEDO = vec3(1.0 - NORMAL.y, 1.0 - NORMAL.x, - NORMAL.z)* 0.5; if ( use_normalmap ) { vec3 normalmap; normalmap.xy = normal_tex.xy * 2.0 - 1.0; normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); NORMAL = normalize(mix(NORMAL, TANGENT * normalmap.x + BINORMAL * normalmap.y + NORMAL * normalmap.z, normal_scale)); } ALBEDO = vec3( -NORMAL.x, NORMAL.y, -NORMAL.z) * 0.5 + 0.5; if ( use_alpha_texture ) { ALPHA = albedo.a; ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold; } }