[gd_resource type="ShaderMaterial" load_steps=3 format=2] [sub_resource type="VisualShaderNodeColorUniform" id=1] uniform_name = "BaseColor" [sub_resource type="VisualShader" id=2] code = "shader_type spatial; render_mode specular_schlick_ggx; uniform vec4 BaseColor : hint_color; void vertex() { // Output:0 } void fragment() { // ColorUniform:5 vec3 n_out5p0 = BaseColor.rgb; float n_out5p1 = BaseColor.a; // Output:0 ALBEDO = n_out5p0; } void light() { // Output:0 } " graph_offset = Vector2( -278, -353.75 ) nodes/fragment/5/node = SubResource( 1 ) nodes/fragment/5/position = Vector2( 180, 140 ) nodes/fragment/connections = PoolIntArray( 5, 0, 0, 0 ) [resource] shader = SubResource( 2 ) shader_param/BaseColor = Color( 0.313726, 1, 0, 1 )