shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_back,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(0,128); uniform float roughness : hint_range(0,1); 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; uniform float metallic; varying vec3 uv1_triplanar_pos; uniform float uv1_blend_sharpness; varying vec3 uv1_power_normal; uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; void vertex() { TANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x); TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.y); TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z); TANGENT = normalize(TANGENT); BINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x); BINORMAL+= vec3(0.0,0.0,-1.0) * abs(NORMAL.y); BINORMAL+= vec3(0.0,1.0,0.0) * abs(NORMAL.z); BINORMAL = normalize(BINORMAL); uv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness)); uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset; uv1_power_normal/=dot(uv1_power_normal,vec3(1.0)); uv1_triplanar_pos *= vec3(1.0,-1.0, 1.0); } vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_triplanar_pos) { vec4 samp=vec4(0.0); samp+= texture(p_sampler,p_triplanar_pos.xy) * p_weights.z; samp+= texture(p_sampler,p_triplanar_pos.xz) * p_weights.y; samp+= texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x; return samp; } void fragment() { vec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_triplanar_pos); ALBEDO = (albedo.rgb * albedo_tex.r) + albedo_tex.g + albedo_tex.b; float metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_triplanar_pos),metallic_texture_channel); METALLIC = metallic_tex * metallic; vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0); float roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_triplanar_pos),roughness_texture_channel); ROUGHNESS = (1.0 - albedo_tex.g) * roughness; SPECULAR = specular; }