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- shader_type spatial;
- render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx, world_vertex_coords;
- uniform vec4 albedo : hint_color;
- uniform sampler2D texture_albedo : hint_albedo;
- uniform float roughness : hint_range(0,1);
- uniform float point_size : hint_range(0,128);
- uniform sampler2D texture_emission : hint_black_albedo;
- uniform vec4 emission : hint_color;
- uniform float emission_energy;
- uniform vec3 uv1_scale;
- uniform vec3 uv1_offset;
- uniform vec3 uv2_scale;
- uniform vec3 uv2_offset;
- varying vec3 vxpos;
- void vertex() {
- UV=UV*uv1_scale.xy+uv1_offset.xy;
- vxpos = VERTEX.xyz;
- }
- void fragment() {
- vec2 base_uv = UV;
- vec4 albedo_tex = texture(texture_albedo,base_uv);
- ALBEDO = albedo.rgb * albedo_tex.rgb;
- vec3 emission_tex = texture(texture_emission,base_uv).rgb;
- EMISSION = (emission.rgb+emission_tex)*emission_energy;
- ALPHA = distance(vxpos, vec3(5.0, 0.0, 5.0));
- }
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