66 lines
2.0 KiB
Plaintext
66 lines
2.0 KiB
Plaintext
// NOTE: Shader automatically converted from Godot Engine 4.5.stable.mono's StandardMaterial3D.
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shader_type spatial;
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render_mode blend_add, depth_draw_never, cull_disabled, unshaded;
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"
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uniform vec4 albedo : source_color;
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uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
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uniform ivec2 albedo_texture_size;
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uniform float point_size : hint_range(0.1, 128.0, 0.1);
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uniform float cameraZOffset;
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uniform float roughness : hint_range(0.0, 1.0);
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uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable;
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uniform vec4 metallic_texture_channel;
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uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable;
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uniform float specular : hint_range(0.0, 1.0, 0.01);
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uniform float metallic : hint_range(0.0, 1.0, 0.01);
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uniform vec3 uv1_scale;
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uniform vec3 uv1_offset;
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uniform vec3 uv2_scale;
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uniform vec3 uv2_offset;
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void vertex()
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{
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UV = UV * uv1_scale.xy + uv1_offset.xy;
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// Billboard Mode: Enabled
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MODELVIEW_MATRIX = VIEW_MATRIX * mat4(
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MAIN_CAM_INV_VIEW_MATRIX[0],
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MAIN_CAM_INV_VIEW_MATRIX[1],
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MAIN_CAM_INV_VIEW_MATRIX[2],
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MODEL_MATRIX[3]);
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// Billboard Keep Scale: Enabled
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MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(
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vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),
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vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0),
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vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0),
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vec4(0.0, 0.0, 0.0, 1.0));
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MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);
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}
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void fragment() {
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vec2 base_uv = UV;
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vec4 albedo_tex = texture(texture_albedo, base_uv);
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ALBEDO = albedo.rgb * albedo_tex.rgb;
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float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel);
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METALLIC = metallic_tex * metallic;
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SPECULAR = specular;
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vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
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float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);
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ROUGHNESS = roughness_tex * roughness;
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ALPHA *= albedo.a * albedo_tex.a;
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}
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