shader_type spatial; render_mode blend_add, depth_prepass_alpha, cull_disabled; // blend_add uniform float base_opacity: hint_range(0.0, 1.0) = 0.2; 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; group_uniforms glow; uniform bool glow_enabled; uniform float glow_amount = 4.0; uniform float glow_intensity = 4.5; uniform vec3 glow_colour: source_color; instance uniform float built_amount = 2.0; instance uniform vec4 albedo_color : source_color = vec4(1, 1, 1, 1); instance uniform vec4 hologram_colour : source_color = vec4(1.0, 0.54, 0.0, 1.0); varying float model_y; vec3 fresnel_glow(float amount, float intensity, vec3 color, vec3 normal, vec3 view) { return pow((1.0 - dot(normalize(normal), normalize(view))), amount) * color * intensity; } // 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(warp_rate * TIME) * pow(warp_strength, 2); VERTEX += offset * warp_vector; } } // Called for every pixel the material is visible on. void fragment() { if (model_y > built_amount) { vec3 fresnel = vec3(0, 0, 0); if (glow_enabled) { fresnel = fresnel_glow(glow_amount, glow_intensity, glow_colour, NORMAL, VIEW); } ALBEDO.rgb = (hologram_colour ).rgb + fresnel; ALPHA = base_opacity; } else { ALPHA = 1.0; ALBEDO.rgb = albedo_color.rgb; } } // Called for every pixel for every light affecting the material. //void light() { //}