// 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; #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Light.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Time.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Noise.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Textures.gdshaderinc" uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable; varying vec3 uv_triplanar_pos; uniform float uv_blend_sharpness : hint_range(0.0, 150.0, 0.001); varying vec3 uv_power_normal; uniform vec3 uv_scale; uniform vec3 uv_offset; uniform vec3 uvMovement; void vertex() { vec3 normal = NORMAL; uv_power_normal = pow( abs (NORMAL ), vec3( uv_blend_sharpness ) ); uv_power_normal /= dot( uv_power_normal, vec3( 1.0 ) ); vec3 scaledVertex = VERTEX * extractScale( MODEL_NORMAL_MATRIX ); uv_triplanar_pos = scaledVertex * uv_scale + uv_offset + uvMovement * TIME; uv_triplanar_pos *= vec3( 1.0, -1.0, 1.0 ); } void fragment() { vec4 albedo_tex = triplanarTexture( texture_albedo, uv_power_normal, uv_triplanar_pos ); ALBEDO = albedo.rgb * albedo_tex.rgb; ALPHA *= albedo.a * albedo_tex.a; }