highlight_shader.tres 765 B

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  1. [gd_resource type="Shader" format=3 uid="uid://cs1jlvgrhd4ac"]
  2. [resource]
  3. code = "// NOTE: Shader automatically converted from Godot Engine 4.3.beta1's StandardMaterial3D.
  4. shader_type spatial;
  5. render_mode blend_mix, depth_draw_opaque, cull_front, diffuse_burley, specular_schlick_ggx, unshaded;
  6. uniform vec4 albedo : source_color;
  7. uniform float grow : hint_range(-16.0, 16.0, 0.001);
  8. uniform float specular : hint_range(0.0, 1.0, 0.01);
  9. uniform float metallic : hint_range(0.0, 1.0, 0.01);
  10. uniform float roughness : hint_range(0.0, 1.0);
  11. void vertex() {
  12. // Standard grow along the normal will create seams
  13. VERTEX += normalize(VERTEX) * grow;
  14. }
  15. void fragment() {
  16. ALBEDO = albedo.rgb;
  17. METALLIC = metallic;
  18. SPECULAR = specular;
  19. ROUGHNESS = roughness;
  20. }
  21. "