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project-thor/Shaders/battery_glass.gdshader
2025-08-16 01:05:24 +02:00

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shader_type spatial;
uniform sampler2D normal;
uniform sampler2D color;
void vertex() {
// Called for every vertex the material is visible on.
}
void fragment() {
ALBEDO = vec3(0.1,0.1,0.1);
NORMAL = texture(normal,UV).rgb;
ALPHA = 0.4;
}
//void light() {
// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
//}