shader_type spatial; #include "res://vfx/util.gdshaderinc" UNIVERSAL_SOLID_PARAMS uniform sampler2D image: TEXTURE_HINTS; uniform float reflectivity = 0.9; uniform float radiance = 0.03; void fragment() { ALBEDO = texture(image, UV).rgb; SPECULAR = reflectivity; CLEARCOAT = reflectivity; CLEARCOAT_ROUGHNESS = 1.0 - reflectivity; ROUGHNESS = 1.0 - reflectivity; METALLIC = reflectivity; RIM = reflectivity; RIM_TINT = 1.0 - reflectivity; EMISSION = ALBEDO*radiance; UNIVERSAL_SOLID_PROCESSING }