// NOTE: Shader automatically converted from Godot Engine 4.3.rc.mono's StandardMaterial3D. shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx, unshaded, shadows_disabled; #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Light.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc" uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable; uniform float grow : hint_range(-16.0, 16.0, 0.001); uniform float fresnelSharpness = 2; uniform float fresnelMultiply = 1; uniform float fresnelOffset = 0; void vertex() { VERTEX += NORMAL * grow; } void fragment() { vec2 uv = UV; float fresnelAmount = fresnel( NORMAL, VIEW, fresnelSharpness) * fresnelMultiply + fresnelOffset; fresnelAmount = clamp( fresnelAmount, 0.0, 1.0 ); vec4 albedo_tex = texture( texture_albedo, uv ); ALBEDO = albedo.rgb * albedo_tex.rgb; ALPHA *= albedo.a * albedo_tex.a * fresnelAmount; }