shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx; uniform vec4 albedo : hint_color; uniform sampler2D texture_hue : hint_albedo; uniform sampler2D texture_lightness : hint_white; uniform sampler2D texture_saturation : hint_white; uniform sampler2D texture_alpha : hint_black; uniform float specular; uniform float metallic; uniform float roughness : hint_range(0,1); uniform float point_size : hint_range(0,128); uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void vertex() { UV=UV*uv1_scale.xy+uv1_offset.xy; VERTEX.x += cos(TIME)*VERTEX.y/4.0; VERTEX.z += sin(TIME)*VERTEX.y/4.0; } void fragment() { vec2 base_uv = UV; vec4 hue_tex = texture(texture_hue,base_uv); vec4 lightness_tex = texture(texture_lightness,base_uv); vec4 saturation_tex = texture(texture_saturation,base_uv); vec4 alpha_tex = texture(texture_alpha,base_uv); ALBEDO = albedo.rgb; vec3 hsv = vec3( hue_tex.r, saturation_tex.r, lightness_tex.r ); ALBEDO *= hsv2rgb(hsv); METALLIC = metallic; ROUGHNESS = roughness; SPECULAR = specular; ALPHA = albedo.a * alpha_tex.r; ALPHA_SCISSOR = 0.1; }