[gd_resource type="ShaderMaterial" load_steps=5 format=2] [ext_resource path="res://assets/stringy_meat.jpg" type="Texture" id=1] [sub_resource type="Shader" id=4] code = "shader_type spatial; render_mode unshaded,cull_front; uniform sampler2D texture_albedo : hint_albedo; void fragment() { vec2 uv = SCREEN_UV; uv.x += sin((TIME + SCREEN_UV.y) * 5.0)/5.0; ALBEDO = texture(texture_albedo, uv).rgb; }" [sub_resource type="ShaderMaterial" id=5] shader = SubResource( 4 ) shader_param/texture_albedo = ExtResource( 1 ) [sub_resource type="Shader" id=3] code = "// NOTE: Shader automatically converted from Godot Engine 3.5.1.stable.mono's SpatialMaterial. shader_type spatial; render_mode async_visible,blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx; uniform vec4 albedo : hint_color; uniform sampler2D texture_albedo : hint_albedo; 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; void vertex() { UV=UV*uv1_scale.xy+uv1_offset.xy; } void fragment() { vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo,base_uv); albedo_tex *= COLOR; ALBEDO = albedo.rgb * albedo_tex.rgb; METALLIC = metallic; ROUGHNESS = roughness; SPECULAR = specular; } " [resource] resource_name = "TestMeat" next_pass = SubResource( 5 ) shader = SubResource( 3 ) shader_param/albedo = Color( 1, 1, 1, 1 ) shader_param/specular = 0.5 shader_param/metallic = 0.0 shader_param/roughness = 1.0 shader_param/point_size = 1.0 shader_param/uv1_scale = Vector3( 1, 1, 1 ) shader_param/uv1_offset = Vector3( 0, 0, 0 ) shader_param/uv2_scale = Vector3( 1, 1, 1 ) shader_param/uv2_offset = Vector3( 0, 0, 0 ) shader_param/texture_albedo = ExtResource( 1 )