shader_type spatial; render_mode cull_back; uniform vec4 color_1: source_color = vec4(0.0, 0.03, 0.1, 1.0); uniform vec4 color_2: source_color = vec4(0.0, 0.1, 0.3, 1.0); uniform float roughness: hint_range(0.0, 1.0) = 0.15; uniform float specular_contribution = 0.2; uniform sampler2D gunk_mask; uniform highp sampler2D gunk_noise; uniform highp sampler2D gunk_normal_map; void fragment() { float value = texture(gunk_noise, UV).r; vec4 color = mix(color_1, color_2, value); float roughness_mix = value * roughness; ALBEDO = color.rgb; ROUGHNESS = roughness_mix; SPECULAR = 0.5 * inversesqrt(specular_contribution); NORMAL_MAP = texture(gunk_normal_map, UV).xyz; ALPHA = 1.0 - texture(gunk_mask, UV).r; }