[gd_resource type="VisualShader" load_steps=4 format=3 uid="uid://bl8vglcme53cn"] [sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_l41o0"] parameter_name = "base_color" default_value_enabled = true default_value = Color(4, 0.397, 2, 1) [sub_resource type="VisualShaderNodeFresnel" id="VisualShaderNodeFresnel_l41o0"] default_input_values = [2, true, 3, 4.0] [sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_l41o0"] parameter_name = "fresnel_power" default_value_enabled = true default_value = 4.0 [resource] code = "shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx, unshaded, shadows_disabled, ambient_light_disabled; uniform vec4 base_color : source_color = vec4(4.000000, 0.397000, 2.000000, 1.000000); uniform float fresnel_power = 4.0; void fragment() { // ColorParameter:2 vec4 n_out2p0 = base_color; // FloatParameter:4 float n_out4p0 = fresnel_power; // Fresnel:3 float n_out3p0 = pow(clamp(dot(NORMAL, VIEW), 0.0, 1.0), n_out4p0); // Output:0 ALBEDO = vec3(n_out2p0.xyz); ALPHA = n_out3p0; } " flags/unshaded = true flags/shadows_disabled = true flags/ambient_light_disabled = true nodes/fragment/0/position = Vector2(400, 160) nodes/fragment/2/node = SubResource("VisualShaderNodeColorParameter_l41o0") nodes/fragment/2/position = Vector2(-420, 180) nodes/fragment/3/node = SubResource("VisualShaderNodeFresnel_l41o0") nodes/fragment/3/position = Vector2(-400, 700) nodes/fragment/4/node = SubResource("VisualShaderNodeFloatParameter_l41o0") nodes/fragment/4/position = Vector2(-1180, 860) nodes/fragment/connections = PackedInt32Array(2, 0, 0, 0, 3, 0, 0, 1, 4, 0, 3, 3)