shader_type spatial; #include "res://vfx/util.gdshaderinc" UNIVERSAL_SOLID_PARAMS uniform vec4 color: source_color = vec4(1.0, 1.0, 1.0, 0.5); uniform float coarseness = 0.125; uniform vec3 glow: source_color = vec3(0.0, 0.0, 0.0); void fragment() { ALBEDO = color.rgb; ALPHA = mix(color.a, 1.0, coarseness); SPECULAR = 1.0; METALLIC = 1.0 - coarseness; CLEARCOAT = 1.0 - coarseness; CLEARCOAT_ROUGHNESS = coarseness; ROUGHNESS = coarseness; EMISSION = glow; UNIVERSAL_SOLID_PROCESSING }