rj-action-library/Runtime/Shading/Shaders/Effects/FresnelOverlay/FresnelOverlay.gdshader

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// 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;
}