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- shader_type spatial;
- render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx;
- uniform vec3 albedo : source_color;
- uniform float metalic : hint_range(0.0, 1.0, 0.1) = 0.8;
- uniform float roughness : hint_range(0.0, 1.0, 0.1) = 0.2;
- uniform sampler2D effect_texture;
- uniform vec2 effect_texture_size;
- varying vec2 uv_tangent;
- varying vec2 uv_binormal;
- void vertex() {
- vec2 pixel_size = vec2(1.0, 1.0) / effect_texture_size;
- uv_tangent = UV + vec2(pixel_size.x, 0.0);
- uv_binormal = UV + vec2(0.0, pixel_size.y);
- }
- void fragment() {
- float f1 = texture(effect_texture, UV).r;
- float f2 = texture(effect_texture, uv_tangent).r;
- float f3 = texture(effect_texture, uv_binormal).r;
- vec3 tangent = normalize(vec3(1.0, 0.0, f2 - f1));
- vec3 binormal = normalize(vec3(0.0, 1.0, f3 - f1));
- NORMAL_MAP = normalize(cross(binormal, tangent)) * 0.5 + 0.5;
- ALBEDO = albedo.rgb;
- METALLIC = metalic;
- ROUGHNESS = roughness;
- SPECULAR = 0.5;
- }
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