shader_type spatial; render_mode unshaded, cull_disabled; uniform vec4 color : source_color = vec4(1.0, 1.0, 1.0, 1.0); uniform vec4 border_color : source_color = vec4(1.0, 1.0, 1.0, 1.0); uniform vec2 size = vec2(1.0, 1.0); uniform float border_size: hint_range(0.0, 0.5) = 0.1; uniform float border_fade_in: hint_range(0.0, 10.0) = 0.0; uniform float border_fade_out: hint_range(0.0, 10.0) = 0.0; uniform float corner_radius = 0.0; uniform float grain_amount : hint_range(0.0, 1.0) = 0.05; float rectangle(vec2 position) { vec2 component_wise_edge_distance = abs(position) - (vec2(0.5, 0.5) * size + corner_radius * (size - 1.0)); float outsideDistance = length(max(component_wise_edge_distance, 0)); float insideDistance = min(max(component_wise_edge_distance.x, component_wise_edge_distance.y), 0); return outsideDistance + insideDistance; } void fragment() { ALBEDO = border_color.xyz; ALPHA = 0.0; float border_scale = 1.0 + 2.0 * corner_radius; float d = rectangle((UV - 0.5) * size * border_scale); float border_width = (border_size + border_fade_in + border_fade_out) * border_scale; if (d >= corner_radius - border_width && d <= corner_radius) { float rel_d = (d - corner_radius + border_width) / border_width; float alpha = min((rel_d / (border_fade_in * border_scale / border_width)), (1.0 - (rel_d)) / (border_fade_out * border_scale / border_width)); if (d < corner_radius - (border_size + border_fade_out) * border_scale) { ALBEDO = mix(color, border_color, alpha).xyz; ALPHA = mix(color.w, border_color.w, alpha); } else { ALBEDO = border_color.xyz; ALPHA = mix(0.0, border_color.w, alpha); } } else if (d < corner_radius - border_width ) { ALBEDO = color.xyz; ALPHA = color.w; } float noise = (fract(sin(dot(UV, vec2(12.9898, 78.233))) * 43758.5453) - 0.5) * 2.0; // Add noise to the original color ALBEDO += noise * grain_amount; }