shader_type spatial; // render_mode blend_mix, depth_draw_always, cull_disabled; render_mode diffuse_burley, specular_schlick_ggx, blend_mix, depth_draw_always, cull_disabled, sss_mode_skin; group_uniforms albedo; uniform vec4 albedo: source_color = vec4(1.0, 1.0, 1.0, 0.0); uniform sampler2D albedo_texture: source_color, hint_default_white; group_uniforms roughness; uniform float roughness: hint_range(0.0, 1.0) = 0.15; uniform sampler2D roughness_texture: hint_roughness_r; group_uniforms refraction; uniform float refraction: hint_range(-16,16) = 0.5; uniform sampler2D texture_refraction: filter_linear_mipmap,repeat_enable; uniform vec4 refraction_texture_channel = vec4(1.0, 0.0, 0.0, 0.0); uniform sampler2D screen_texture: hint_screen_texture, repeat_disable, filter_linear_mipmap; group_uniforms normal; uniform float normal_strength: hint_range(-16.0, 16.0) = 0.0; uniform sampler2D normal_map: hint_normal; group_uniforms subsurface_scattering; uniform float subsurface_scattering_strength: hint_range(0.0, 1.0, 0.01); uniform sampler2D texture_subsurface_scattering : hint_default_white, filter_linear_mipmap, repeat_enable; group_uniforms misc; uniform vec4 edge_color: source_color = vec4(0.0, 0.0, 0.0, 1.0); uniform float surface_contribution = 0.2; uniform float specular_contribution = 0.2; uniform float refraction_contribution = 1.0; group_uniforms uv; uniform vec3 uv1_scale = vec3(1.0); uniform vec3 uv1_offset = vec3(0.0); float SchlickFresnel(float u) { float m = 1.0 - u; float m2 = m * m; return m2 * m2 * m; } void vertex() { UV=UV*uv1_scale.xy+uv1_offset.xy; } void fragment() { NORMAL_MAP = texture(normal_map, UV).xyz; NORMAL_MAP_DEPTH = normal_strength; float VdotN = dot(VIEW, NORMAL); float fresnel = clamp(SchlickFresnel(VdotN), 0.0, 1.0); vec4 albedo_mix = texture(albedo_texture, UV) * albedo; float roughness_mix = texture(roughness_texture, UV).r * roughness; float sss_mix = texture(texture_subsurface_scattering, UV).r * subsurface_scattering_strength; float a = mix(0.001, 1.0, albedo_mix.a); float a_factor_0 = mix(fresnel * edge_color.a, 1.0, a); float a_factor_1 = 0.5 * sqrt(a); float a_factor_2 = a_factor_0 + a_factor_1; ALBEDO = mix(edge_color.rgb * edge_color.a, albedo_mix.rgb * surface_contribution, a); ROUGHNESS = roughness_mix; SPECULAR = 0.5 * inversesqrt(specular_contribution); SSS_STRENGTH = sss_mix; vec3 unpacked_normal = NORMAL_MAP; unpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0; unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy))); vec3 ref_normal = normalize(mix(NORMAL,TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,NORMAL_MAP_DEPTH)); vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction, UV),refraction_texture_channel) * refraction; float ref_amount = 1.0 - albedo_mix.a; EMISSION += (textureLod(screen_texture,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount * EXPOSURE * mix(vec3(mix(0.02, 0.1, a)), albedo_mix.rgb*refraction_contribution, a))/a_factor_2; ALBEDO *= 1.0 - ref_amount; }