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godot-demo-projects/xr/openxr_hand_tracking_demo/shaders/highlight_shader.tres
2024-06-15 14:04:49 +10:00

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[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;
}
"