47 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			47 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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;
 | 
						|
	}
 | 
						|
 | 
						|
}
 |