// NOTE: Shader automatically converted from Godot Engine 4.2.1.stable's StandardMaterial3D. shader_type spatial; render_mode blend_add,depth_draw_always,cull_back,diffuse_burley,specular_schlick_ggx; uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable; uniform float distance_fade_min; uniform float distance_fade_max; 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; void vertex() { UV=UV*uv1_scale.xy+uv1_offset.xy; } void fragment() { vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo,base_uv); ALBEDO = albedo.rgb * albedo_tex.rgb; 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; ALPHA *= albedo.a * albedo_tex.a; vec4 wrld_vertex = INV_VIEW_MATRIX * vec4(VERTEX, 1.0); ALPHA *= clamp(smoothstep(distance_fade_min, distance_fade_max, length(wrld_vertex)), 0.0, 1.0); }