shader_type spatial; render_mode blend_mix, depth_prepass_alpha, cull_disabled; // blend_add uniform vec4 albedo_color : source_color; group_uniforms warp; uniform bool enable_warp = false; uniform vec3 warp_vector = vec3(1.0, 1.0, 1.0); uniform float warp_strength : hint_range(0.0, 1.0) = 0.5; uniform float warp_rate : hint_range(0.0, 200.0) = 0.5; instance uniform float built_amount = 2.0; varying float model_y; // Called for every vertex the material is visible on. void vertex() { model_y = VERTEX.y; if (enable_warp && VERTEX.y > built_amount) { float offset = sin(pow(VERTEX.y, 2) * warp_rate * TIME) * pow(warp_strength, 2); VERTEX += offset * warp_vector; } } // Called for every pixel the material is visible on. void fragment() { float base_opacity = 0.2; if (model_y > built_amount) { ALPHA = base_opacity; } else { ALPHA = 1.0; } ALBEDO.rgb = albedo_color.rgb; } // Called for every pixel for every light affecting the material. //void light() { //}