shader_type spatial; #include "res://vfx/util.gdshaderinc" UNIVERSAL_SOLID_PARAMS uniform sampler2D image: TEXTURE_HINTS; uniform float multiplier = 1.0; void fragment() { ALBEDO = texture(image, UV).rgb; EMISSION = ALBEDO*multiplier; METALLIC = mix(METALLIC, 0.25, wet); SPECULAR = mix(SPECULAR, 1.0, wet); ROUGHNESS = mix(ROUGHNESS, 0.0, wet); CLEARCOAT = mix(CLEARCOAT, 1.0, wet); CLEARCOAT_ROUGHNESS = mix(CLEARCOAT_ROUGHNESS, 0.0, wet); UNIVERSAL_SOLID_PROCESSING }