shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx; 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 sampler2D texture_roughness : hint_white; uniform vec4 roughness_texture_channel; uniform sampler2D texture_emission : hint_black_albedo; uniform float emission_energy; uniform float debanding_dither; const vec3 noise_magic = vec3(0.06711056, 0.00583715, 52.9829189); void vertex() { UV = UV; } void fragment() { vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo, base_uv); albedo_tex *= COLOR; // Add noise to albedo to hide banding float offset = fract(noise_magic.z * fract(dot(FRAGCOORD.xy, noise_magic.xy))); albedo_tex.rgb += vec3(offset, 1.0 - offset, offset) * debanding_dither; ALBEDO = albedo.rgb * albedo_tex.rgb; METALLIC = metallic; float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel); ROUGHNESS = roughness_tex * roughness; SPECULAR = specular; vec3 emission_tex = texture(texture_emission, base_uv).rgb; EMISSION = emission_tex * emission_energy; }