// NOTE: Shader automatically converted from Godot Engine 4.2.2.stable's StandardMaterial3D. shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx; uniform vec4 albedo : source_color; uniform sampler2D texture_light : source_color,filter_linear_mipmap,repeat_enable; uniform sampler2D texture_dark : source_color,filter_linear_mipmap,repeat_enable; uniform float point_size : hint_range(0,128); uniform float roughness : hint_range(0,1); uniform sampler2D texture_metallic : hint_default_white,filter_linear_mipmap,repeat_enable; uniform vec4 metallic_texture_channel; uniform sampler2D texture_roughness : hint_roughness_r,filter_linear_mipmap,repeat_enable; uniform float specular; uniform float metallic; uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; uniform bool is_dark; void vertex() { UV=UV*uv1_scale.xy+uv1_offset.xy; } void fragment() { vec2 base_uv = UV; if(is_dark) { vec4 albedo_tex = texture(texture_dark,base_uv); ALBEDO = albedo.rgb * albedo_tex.rgb * 0.8; } else { vec4 albedo_tex = texture(texture_light,base_uv); ALBEDO = albedo.rgb * albedo_tex.rgb * 1.5; } float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel); METALLIC = metallic_tex * metallic; vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0); float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel); ROUGHNESS = roughness_tex * roughness; SPECULAR = specular; }