// NOTE: Shader automatically converted from Godot Engine 4.5.stable.mono's StandardMaterial3D. shader_type spatial; render_mode blend_mix, depth_draw_never, cull_disabled, diffuse_burley, specular_schlick_ggx, unshaded; #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/Noise.gdshaderinc" uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : source_color, filter_linear_mipmap_anisotropic, repeat_enable; uniform float alpha_scissor_thresholdClose : hint_range(0.0, 1.0, 0.001); uniform float alpha_scissor_thresholdFar : hint_range(0.0, 1.0, 0.001); uniform float alpha_scissor_distance : hint_range(1.0, 100.0); uniform ivec2 albedo_texture_size; uniform float point_size : hint_range(0.1, 128.0, 0.1); uniform float roughness : hint_range(0.0, 1.0); uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap_anisotropic, repeat_enable; uniform vec4 metallic_texture_channel; uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap_anisotropic, repeat_enable; uniform float specular : hint_range(0.0, 1.0, 0.01); uniform float metallic : hint_range(0.0, 1.0, 0.01); uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; varying float alphaTreshold; global uniform float globalSnowAmount; uniform float noiseScale = 1; varying float noiseXZ; void vertex() { vec3 worldVertex = localToWorld( VERTEX, MODEL_MATRIX ); vec2 noisePosition = vec2( worldVertex.x, worldVertex.z ); noiseXZ = mod( noisePosition.x * noiseScale, 1.0 ) ; float cameraDistance = length( localToWorld( VERTEX, MODEL_MATRIX ) - CAMERA_POSITION_WORLD ); alphaTreshold = mapClamped( cameraDistance, 0, alpha_scissor_distance, alpha_scissor_thresholdClose, alpha_scissor_thresholdFar ); UV = UV * uv1_scale.xy + uv1_offset.xy; // Billboard Mode: Enabled MODELVIEW_MATRIX = VIEW_MATRIX * mat4( MAIN_CAM_INV_VIEW_MATRIX[0], MAIN_CAM_INV_VIEW_MATRIX[1], MAIN_CAM_INV_VIEW_MATRIX[2], MODEL_MATRIX[3]); // Billboard Keep Scale: Enabled MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4( vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0)); MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX); } void fragment() { vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo, base_uv); // Vertex Color Use as Albedo: Enabled albedo_tex *= COLOR; ALBEDO = albedo.rgb * albedo_tex.rgb; // ALBEDO = mix( ALBEDO, vec3( 1, 0, 0 ), noiseXZ ); float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel); METALLIC = metallic_tex * metallic; SPECULAR = specular; vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0); float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel); ROUGHNESS = roughness_tex * roughness; ALPHA *= albedo.a * albedo_tex.a; float fullAmount = mapClamped( globalSnowAmount, 0.2, 0.6, 0.0, 1.0 ); ALPHA *= mix( globalSnowAmount * noiseXZ * 2.0, 1.0, fullAmount ) ; ALPHA_SCISSOR_THRESHOLD = alphaTreshold; }