checheche/Robo-Bus-A31-HMI/common/shader/curvature.gdshader
2024-12-06 21:22:11 +08:00

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// NOTE: Shader automatically converted from Godot Engine 4.0.3.rc1's StandardMaterial3D.
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
#include "inc/common.gdshaderinc"
#include "inc/curvature.gdshaderinc"
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
VERTEX = curvature_vertex(MODEL_MATRIX,VERTEX);
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
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;
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;
if (emission_enabled) {
vec3 emission_tex = texture(texture_emission,base_uv).rgb;
EMISSION = (emission.rgb+emission_tex)*emission_energy;
}
if (ao_enabled) {
AO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);
AO_LIGHT_AFFECT = ao_light_affect;
}
if (normal_enabled) {
NORMAL_MAP = texture(texture_normal,base_uv).rgb;
NORMAL_MAP_DEPTH = normal_scale;
}
}