shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx; render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx, alpha_to_coverage_and_one; #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc" uniform vec4 albedo : source_color; uniform sampler2D screenTexture: hint_screen_texture, repeat_disable, filter_linear_mipmap; uniform float effectStrength: hint_range(0,1) = 1; void vertex() { mat3 viewMatrix = VIEW_MATRIX; UV = UV * uv1_scale.xy + uv1_offset.xy; VERTEX += NORMAL * grow; } 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; ALPHA *= albedo.a * albedo_tex.a; ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold; ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge; ALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size); }