shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx; uniform sampler2D texture_albedo : source_color, filter_nearest, repeat_enable; uniform float roughness : hint_range(0.0, 1.0); uniform sampler2D texture_normal_detail : hint_default_white, filter_linear_mipmap, repeat_enable; void fragment() { ALBEDO = texture(texture_albedo, UV).xyz * texture(texture_normal_detail, UV * vec2(336.*.125,278.*.125)).w; NORMAL = texture(texture_normal_detail, UV * vec2(336.*.125,278.*.125)).xyz; ROUGHNESS = .2; }