15 lines
449 B
Plaintext
15 lines
449 B
Plaintext
shader_type spatial;
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render_mode blend_mix, depth_draw_never, cull_disabled, unshaded;
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uniform float softness : hint_range(0.0, 1.0) = 0.45;
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uniform vec3 tint : source_color = vec3(0.95, 0.93, 0.88);
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void fragment() {
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float edge_dist = abs(UV.y - 0.5) * 2.0;
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float alpha = 1.0 - smoothstep(0.0, 1.0, edge_dist);
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alpha *= smoothstep(0.0, 0.2, UV.x) * smoothstep(0.0, 0.2, 1.0 - UV.x);
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alpha *= softness * 0.1;
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ALBEDO = tint;
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ALPHA = alpha;
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}
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