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