immersive-home/app/assets/materials/hands.gdshader

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2024-05-06 19:22:12 +03:00
shader_type spatial;
uniform vec4 albedo: source_color = vec4(1.0, 1.0, 1.0, 0.4);
uniform float fade_offset : hint_range(-0.1, 0.1, 0.001) = 0.0;
uniform float fade_sharpness : hint_range(0.0, 35.0, 0.01) = 15.00;
varying vec3 vertex_pos;
void vertex() {
vertex_pos = VERTEX;
}
float fresnel(float amount, vec3 normal, vec3 view)
{
return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
}
void fragment()
{
float basic_fresnel = fresnel(3.0, NORMAL, VIEW);
ALBEDO = albedo.xyz + basic_fresnel;
ALPHA = albedo.w + basic_fresnel;
ALPHA = clamp((-vertex_pos.z - fade_offset) * fade_sharpness, 0.00, ALPHA);
}