shader_type spatial; uniform sampler2D noise; uniform sampler2D emissive_noise; uniform sampler2D color_gradient; uniform sampler2D DEPTH_TEXTURE : hint_depth_texture; uniform vec4 emissive_color : source_color = vec4(1.0, 0.3, 1.0, 1.0); uniform float noise_strength : hint_range(0.1,2) = 1; uniform float edge_distance : hint_range(1, 10) = 1; uniform vec2 oscillation_speed = vec2(1,1); varying vec3 world_vertex; void vertex() { // Called for every vertex the material is visible on. vec2 uv = UV + TIME * oscillation_speed; float noise_val = texture(noise, uv).r; VERTEX = VERTEX + NORMAL * noise_strength * noise_val; world_vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; } void fragment() { // Called for every pixel the material is visible on. vec3 color; vec3 e_col = emissive_color.rgb; vec2 uv = UV; float g_noise_val = texture(noise, vec2(uv.x + TIME * 0.2, 0.5)).r; g_noise_val *= g_noise_val; float e_noise_val = texture(noise, uv + TIME * 0.2).r; vec3 gradient_col = texture(color_gradient, vec2(g_noise_val, 0)).rgb; color = gradient_col; ALBEDO = color; e_col = e_col * smoothstep(COLOR.r,1.0, texture(emissive_noise, UV).r) * 20.0; EMISSION = e_col.rgb; float depth_tex = texture(DEPTH_TEXTURE, SCREEN_UV).r; float prox_factor = 1.0 - smoothstep(depth_tex, depth_tex + edge_distance, VERTEX.z); float a_noise_val = smoothstep(0, .8, texture(noise, uv + TIME * 0.1).r); ALPHA = COLOR.a * a_noise_val * prox_factor; } //void light() { // // Called for every pixel for every light affecting the material. // // Uncomment to replace the default light processing function with this one. //}