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- shader_type spatial;
- render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
- uniform sampler2D tx_o : hint_albedo;
- uniform sampler2D tx_b : hint_albedo;
- uniform sampler2D tx_g : hint_albedo;
- uniform sampler2D tx_r : hint_albedo;
- uniform vec4 blendx;
- const float power=1.25;
- void vertex() {
-
- }
- void fragment() {
- vec2 tuv = UV;
- METALLIC = 0.;
- ROUGHNESS = 1.;
- SPECULAR = 0.5;
-
- vec3 col=vec3(0);
- vec3 c1=vec3(0);
- vec3 c2=vec3(0);
- vec3 c3=vec3(0);
- vec3 c4=vec3(0);
-
- if(blendx.x>0.)c1=texture(tx_o,tuv).rgb*power;
- if(blendx.y>0.)c2=texture(tx_b,tuv).rgb*power;
- if(blendx.z>0.)c3=texture(tx_g,tuv).rgb*power;
- if(blendx.w>0.)c4=texture(tx_r,tuv).rgb*power;
- col=c2*blendx.y+c3*blendx.z+c4*blendx.w;
- //col=clamp(col,0.,1.);
- col=c1*blendx.x+col;
- ALBEDO=col;
- EMISSION=col;
-
- }
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