// NOTE: Shader automatically converted from Godot Engine 4.3.stable's StandardMaterial3D. shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx, vertex_lighting; uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable; 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_linear_mipmap, repeat_enable; uniform vec4 metallic_texture_channel; uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_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 sampler2D texture_emission : source_color, hint_default_black, filter_linear_mipmap, repeat_enable; uniform vec4 emission : source_color; uniform float emission_energy : hint_range(0.0, 100.0, 0.01); uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; void vertex() { // Vertex Color is sRGB: Enabled if (!OUTPUT_IS_SRGB) { COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045))); } // Shading Mode: Per Vertex ROUGHNESS = roughness; UV = UV * uv1_scale.xy + uv1_offset.xy; // Billboard Mode: Enabled MODELVIEW_MATRIX = VIEW_MATRIX * mat4( MAIN_CAM_INV_VIEW_MATRIX[0], MAIN_CAM_INV_VIEW_MATRIX[1], MAIN_CAM_INV_VIEW_MATRIX[2], MODEL_MATRIX[3]); // Billboard Keep Scale: Enabled MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4( vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0)); MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX); } void fragment() { vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo, base_uv); // Vertex Color Use as Albedo: Enabled albedo_tex *= COLOR; 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; // Emission: Enabled vec3 emission_tex = texture(texture_emission, base_uv).rgb; // Emission Operator: Add EMISSION = (ALBEDO) * emission_energy; }