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authorjacopograndi <jacopo.grandi@outlook.it>2021-12-24 21:10:33 +0100
committerjacopograndi <jacopo.grandi@outlook.it>2021-12-24 21:10:33 +0100
commite9598b88841374301646a7115253ab38ac904e4c (patch)
tree0ddc46c3ebd34762408cb108a3dbfb98d669af85 /shaders
parent156420f2a4635a84390e8ff488d12b8f84fea94f (diff)
working
Diffstat (limited to 'shaders')
-rw-r--r--shaders/dissolve_mat.tres8
1 files changed, 4 insertions, 4 deletions
diff --git a/shaders/dissolve_mat.tres b/shaders/dissolve_mat.tres
index c8e2103..9ba21a7 100644
--- a/shaders/dissolve_mat.tres
+++ b/shaders/dissolve_mat.tres
@@ -4,7 +4,7 @@
code = "shader_type spatial;
render_mode cull_disabled;
-uniform sampler2D texture;
+uniform vec4 albedo: hint_color = vec4(1., 1., 1., 1.);
uniform sampler2D blendTexture;
uniform sampler2D noiseTexture;
@@ -36,7 +36,6 @@ void vertex(){
void fragment() {
vec3 position = world_pos;
- vec4 text = texture(texture, UV);
vec4 blend = texture(blendTexture, UV * blendUVScale);
vec2 st = UV;
@@ -57,11 +56,11 @@ void fragment() {
float borderPart = upperBorder - bottomBorder;
vec4 color = mix(blend, borderColor, upperBorder);
- color = mix(color, text, bottomBorder);
+ color = mix(color, albedo, bottomBorder);
ALBEDO = color.rgb;
- if (!FRONT_FACING) {
+ if (!FRONT_FACING && false) {
ALBEDO = borderColor.rgb;
NORMAL = VIEW;
}
@@ -88,6 +87,7 @@ noise = SubResource( 5 )
[resource]
resource_local_to_scene = true
shader = SubResource( 1 )
+shader_param/albedo = Color( 1, 1, 1, 1 )
shader_param/offset = 0.369
shader_param/up = true
shader_param/borderColor = Color( 1, 1, 1, 0 )