// NOTE: Shader automatically converted from Godot Engine 4.3.stable's StandardMaterial3D. shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx; 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 vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; uniform float debanding_dither; const vec3 noise_magic = vec3(0.06711056, 0.00583715, 52.9829189); void vertex() { UV = UV * uv1_scale.xy + uv1_offset.xy; } void fragment() { vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo, base_uv); // 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; 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; }