[gd_resource type="Shader" format=3 uid="uid://cs1jlvgrhd4ac"] [resource] code = "// NOTE: Shader automatically converted from Godot Engine 4.3.beta1's StandardMaterial3D. shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_front, diffuse_burley, specular_schlick_ggx, unshaded; uniform vec4 albedo : source_color; uniform float grow : hint_range(-16.0, 16.0, 0.001); uniform float specular : hint_range(0.0, 1.0, 0.01); uniform float metallic : hint_range(0.0, 1.0, 0.01); uniform float roughness : hint_range(0.0, 1.0); void vertex() { // Standard grow along the normal will create seams VERTEX += normalize(VERTEX) * grow; } void fragment() { ALBEDO = albedo.rgb; METALLIC = metallic; SPECULAR = specular; ROUGHNESS = roughness; } "