shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx,skip_vertex_transform; uniform vec4 albedo : hint_color; uniform sampler2D texture_albedo : hint_albedo; uniform float specular; uniform float metallic; uniform float roughness : hint_range(0,1); uniform float point_size : hint_range(0,128); uniform sampler2D texture_metallic : hint_white; uniform vec4 metallic_texture_channel; uniform sampler2D texture_roughness : hint_white; uniform vec4 roughness_texture_channel; uniform sampler2D texture_emission : hint_black_albedo; uniform vec4 emission : hint_color; uniform float emission_energy; uniform sampler2D texture_normal : hint_normal; uniform float normal_scale : hint_range(-16,16); uniform sampler2D texture_depth : hint_white; uniform float depth_scale : hint_range(0,1); uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; void vertex() { VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX+NORMAL*depth_scale*(1.0-texture(texture_depth, UV).r), 1.0)).xyz; 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; float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel); ROUGHNESS = roughness_tex * roughness; SPECULAR = specular; NORMALMAP = texture(texture_normal,base_uv).rgb; NORMALMAP_DEPTH = normal_scale; vec3 emission_tex = texture(texture_emission,base_uv).rgb; EMISSION = (emission.rgb+emission_tex)*emission_energy; }