trench/textures/tb/wall/tile/3c.tres
saarsena@gmail.com c2bb3893a9 initial commit
2026-04-22 10:19:57 -04:00

63 lines
2.2 KiB
Text

[gd_resource type="ShaderMaterial" format=3 uid="uid://cltroayllu6cl"]
[ext_resource type="Texture2D" uid="uid://d4mcyjoyfefx3" path="res://textures/tb/wall/tile/3c.png" id="1_h2v6a"]
[sub_resource type="Shader" id="Shader_r3aci"]
code = "// NOTE: Shader automatically converted from Godot Engine 4.6.1.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_albedo : source_color, filter_nearest_mipmap, repeat_enable;
uniform ivec2 albedo_texture_size;
uniform float point_size : hint_range(0.1, 128.0, 0.1);
uniform float roughness : hint_range(0.0, 1.0);
uniform sampler2D texture_metallic : hint_default_white, filter_nearest_mipmap, repeat_enable;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_roughness_r, filter_nearest_mipmap, repeat_enable;
uniform float specular : hint_range(0.0, 1.0, 0.01);
uniform float metallic : hint_range(0.0, 1.0, 0.01);
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_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;
SPECULAR = specular;
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;
}
"
[resource]
render_priority = 0
shader = SubResource("Shader_r3aci")
shader_parameter/albedo = Color(1, 1, 1, 1)
shader_parameter/texture_albedo = ExtResource("1_h2v6a")
shader_parameter/albedo_texture_size = Vector2i(64, 64)
shader_parameter/point_size = 1.0
shader_parameter/roughness = 1.0
shader_parameter/metallic_texture_channel = Vector4(1, 0, 0, 0)
shader_parameter/specular = 0.0
shader_parameter/metallic = 0.0
shader_parameter/uv1_scale = Vector3(1, 1, 1)
shader_parameter/uv1_offset = Vector3(0, 0, 0)
shader_parameter/uv2_scale = Vector3(1, 1, 1)
shader_parameter/uv2_offset = Vector3(0, 0, 0)