rj-action-library/Runtime/Shading/Shaders/Baking/UVBaker.gdshader

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shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, unshaded;
uniform vec3 uv1_scale = vec3( 1, 1, 0 );
uniform vec3 uv1_offset = vec3( 0, 0, 0 );
void vertex()
{
UV = UV * uv1_scale.xy + uv1_offset.xy;
}
void fragment()
{
ALBEDO = vec3( UV.x, UV.y, 0.0 );
}