shader_type spatial; render_mode cull_back; uniform sampler2D albedo_texture : source_color, repeat_enable, filter_nearest; uniform vec4 albedo_tint : source_color = vec4(1.0); uniform float tile_world_size : hint_range(0.1, 20.0, 0.05) = 2.5; uniform float blend_sharpness : hint_range(1.0, 16.0, 0.25) = 6.0; uniform float top_projection_bias : hint_range(1.0, 8.0, 0.05) = 2.0; uniform float roughness : hint_range(0.0, 1.0, 0.01) = 1.0; uniform float specular : hint_range(0.0, 1.0, 0.01) = 0.5; varying vec3 world_position; varying vec3 world_normal; void vertex() { world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; world_normal = normalize(MODEL_NORMAL_MATRIX * NORMAL); } void fragment() { vec3 normal = normalize(world_normal); vec3 weights = pow(abs(normal), vec3(max(blend_sharpness, 1.0))); float upward_amount = smoothstep(0.0, 0.8, normal.y); weights.y *= mix(1.0, max(top_projection_bias, 1.0), upward_amount); weights /= max(weights.x + weights.y + weights.z, 0.00001); float world_scale = 1.0 / max(tile_world_size, 0.001); vec2 x_uv = world_position.zy * vec2(sign(normal.x), 1.0) * world_scale; vec2 y_uv = world_position.xz * vec2(sign(normal.y), 1.0) * world_scale; vec2 z_uv = world_position.xy * vec2(-sign(normal.z), 1.0) * world_scale; vec4 x_sample = texture(albedo_texture, x_uv); vec4 y_sample = texture(albedo_texture, y_uv); vec4 z_sample = texture(albedo_texture, z_uv); vec4 projected = ( x_sample * weights.x + y_sample * weights.y + z_sample * weights.z ); ALBEDO = projected.rgb * albedo_tint.rgb; ROUGHNESS = roughness; SPECULAR = specular; METALLIC = 0.0; }