shader_type spatial; void vertex() { // Called for every vertex the material is visible on. } void fragment() { ALBEDO = vec3(0.5,0.5,0.5); METALLIC = 1.0; ROUGHNESS = 0.3; } //void light() { // // Called for every pixel for every light affecting the material. // // Uncomment to replace the default light processing function with this one. //}