37 lines
1.2 KiB
GLSL
37 lines
1.2 KiB
GLSL
shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
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uniform vec4 albedo : hint_color;
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uniform sampler2D texture_albedo : hint_albedo;
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uniform float specular;
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uniform float metallic;
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uniform float roughness : hint_range(0,1);
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uniform sampler2D texture_roughness : hint_white;
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uniform vec4 roughness_texture_channel;
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uniform sampler2D texture_emission : hint_black_albedo;
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uniform float emission_energy;
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uniform float debanding_dither;
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const vec3 noise_magic = vec3(0.06711056, 0.00583715, 52.9829189);
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void vertex() {
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UV = UV;
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}
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void fragment() {
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vec2 base_uv = UV;
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vec4 albedo_tex = texture(texture_albedo, base_uv);
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albedo_tex *= COLOR;
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// Add noise to albedo to hide banding
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float offset = fract(noise_magic.z * fract(dot(FRAGCOORD.xy, noise_magic.xy)));
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albedo_tex.rgb += vec3(offset, 1.0 - offset, offset) * debanding_dither;
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ALBEDO = albedo.rgb * albedo_tex.rgb;
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METALLIC = metallic;
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float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);
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ROUGHNESS = roughness_tex * roughness;
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SPECULAR = specular;
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vec3 emission_tex = texture(texture_emission, base_uv).rgb;
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EMISSION = emission_tex * emission_energy;
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} |