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puzzle-quest/assets/props/book/materials/MA_book_paper.material
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RSRCShaderMaterialÿÿÿÿÿÿÿÿ
resource_local_to_sceneresource_namecodescriptrender_priority
next_passshadershader_parameter/tex_frg_3shader_parameter/tex_frg_4shader_parameter/tex_frg_5local://Shader_crtpl©9res://assets/props/book/materials/MA_book_paper.material¦ShaderÚshader_type spatial;
render_mode blend_mix, depth_draw_opaque, depth_test_default, cull_disabled, diffuse_lambert, specular_schlick_ggx;
uniform sampler2D tex_frg_3 : source_color;
uniform sampler2D tex_frg_4;
uniform sampler2D tex_frg_5 : hint_normal;
void fragment() {
// Texture2D:3
vec4 n_out3p0 = texture(tex_frg_3, UV);
// Texture2D:4
vec4 n_out4p0 = texture(tex_frg_4, UV);
// VectorDecompose:2
float n_out2p0 = vec3(n_out4p0.xyz).x;
float n_out2p1 = vec3(n_out4p0.xyz).y;
float n_out2p2 = vec3(n_out4p0.xyz).z;
// Texture2D:5
vec4 n_out5p0 = texture(tex_frg_5, UV);
// Output:0
ALBEDO = vec3(n_out3p0.xyz);
METALLIC = n_out2p2;
ROUGHNESS = n_out2p1;
AO = n_out2p0;
NORMAL = vec3(n_out5p0.xyz);
}
ShaderMaterial RSRC