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- [gd_resource type="Shader" format=3 uid="uid://cs1jlvgrhd4ac"]
- [resource]
- code = "// NOTE: Shader automatically converted from Godot Engine 4.3.beta1's StandardMaterial3D.
- shader_type spatial;
- render_mode blend_mix, depth_draw_opaque, cull_front, diffuse_burley, specular_schlick_ggx, unshaded;
- uniform vec4 albedo : source_color;
- uniform float grow : hint_range(-16.0, 16.0, 0.001);
- uniform float specular : hint_range(0.0, 1.0, 0.01);
- uniform float metallic : hint_range(0.0, 1.0, 0.01);
- uniform float roughness : hint_range(0.0, 1.0);
- void vertex() {
- // Standard grow along the normal will create seams
- VERTEX += normalize(VERTEX) * grow;
- }
- void fragment() {
- ALBEDO = albedo.rgb;
- METALLIC = metallic;
- SPECULAR = specular;
- ROUGHNESS = roughness;
- }
- "
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