[gd_resource type="Shader" format=3 uid="uid://der346ayua0mt"] [resource] code = "// NOTE: Shader automatically converted from Godot Engine 4.2.1.stable.mono's StandardMaterial3D. shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx,depth_prepass_alpha; uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : 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 float sway_frequency : hint_range(0,1) = 1.0; uniform float sway_scale : hint_range(0,1) = 0.1; vec3 sway(vec3 vertex, float frequency, float magnitude) { return vec3( vertex.x + vertex.y * sin(frequency * TIME) * magnitude, vertex.y, vertex.z + vertex.y * cos(frequency * TIME) * magnitude ); } void vertex() { UV=UV*uv1_scale.xy+uv1_offset.xy; VERTEX = sway(VERTEX, sway_frequency, sway_scale); } 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; } "