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puzzle-quest/assets/props/stack gold/materials/MA_gold2.material
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RSRCShaderMaterialÿÿÿÿÿÿÿÿ/resource_local_to_sceneresource_namecodescript noise_typeseed
frequencyoffset
fractal_typefractal_octavesfractal_lacunarity
fractal_gainfractal_weighted_strengthfractal_ping_pong_strengthcellular_distance_functioncellular_jittercellular_return_typedomain_warp_enableddomain_warp_typedomain_warp_amplitudedomain_warp_frequencydomain_warp_fractal_typedomain_warp_fractal_octavesdomain_warp_fractal_lacunaritydomain_warp_fractal_gainwidthheightgenerate_mipmapsnoise color_ramp seamlessinvert in_3d_spaceas_normal_map
normalizeseamless_blend_skirtbump_strengthrender_priority
next_passshadershader_parameter/albedo shader_parameter/texture_albedo shader_parameter/emission_color!shader_parameter/emission_amount"shader_parameter/dissolve_textureshader_parameter/burn_size!shader_parameter/dissolve_amount
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local://3N:res://assets/props/stack gold/materials/MA_gold2.materialShadershader_type spatial;
render_mode depth_prepass_alpha, cull_disabled;
uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color;
uniform vec4 emission_color : source_color = vec4(1);
uniform float emission_amount;
uniform sampler2D dissolve_texture;
uniform float burn_size : hint_range(0,2);
uniform float dissolve_amount : hint_range(0,1);
void fragment() {
vec4 albedo_tex = texture(texture_albedo,UV);
ALBEDO = albedo.rgb * albedo_tex.rgb;
float sample = texture(dissolve_texture, UV).r;
float emission_value = 1.0 - smoothstep(dissolve_amount, dissolve_amount + burn_size, sample);
EMISSION = vec3(emission_value * emission_amount * emission_color.rgb);