shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx, sss_mode_skin; uniform vec3 color_1: source_color = vec3(0.0, 0.03, 0.1); uniform vec3 color_2: source_color = vec3(0.0, 0.1, 0.3); uniform vec3 emission_color: source_color = vec3(0.25, 0.88, 1.0); uniform float pixellation = 50.0; uniform float roughness: hint_range(0.0, 1.0) = 0.15; uniform float specular_contribution = 0.8; uniform float emission_strength = 0.05; // Used ONLY by the gunk, does not affect the gunk mask. uniform vec2 uv_scale = vec2(1.0); uniform float time_scale = 1.0; uniform float edge_bleed = 0.1; uniform sampler2D gunk_mask; uniform highp sampler3D gunk_noise; uniform highp sampler3D gunk_normal_map; float hardstep(float value) { float x = clamp(value, 0.0, 1.0); return 0.5 * tanh( (20.0 * x - 10.0) * inversesqrt(x - x * x) ) + 0.5; } void fragment() { vec2 local_uv = floor(UV * uv_scale * pixellation) / pixellation; // wave vec3 uvt = vec3(local_uv.x, local_uv.y, TIME * time_scale); uvt.x += sin(uvt.y * 1.54 * PI + uvt.z) * cos(uvt.y * 1.31 * PI + uvt.z); uvt.y += cos(uvt.x * 1.74 * PI + uvt.z) * -sin(uvt.y * 1.64 * PI + uvt.z); float value = texture(gunk_noise, uvt).r; vec3 color = mix(color_1, color_2, value); ALBEDO = color.rgb; ROUGHNESS = value * roughness; EMISSION = (1.0 - value) * emission_color * emission_strength; SPECULAR = 0.5 * inversesqrt(specular_contribution); NORMAL_MAP = texture(gunk_normal_map, uvt).xyz; float mask = texture(gunk_mask, UV).r; // soften edges NORMAL_MAP *= smoothstep(1.0, 0.0, mask); /* // Hard edge if(mask + edge_bleed < 0.5) { ALPHA = 1.0; } else { ALPHA = 0.0; } */ // Hardish edge ALPHA = hardstep(1.0 - mask + edge_bleed); }