39 lines
870 B
Plaintext
39 lines
870 B
Plaintext
shader_type spatial;
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render_mode cull_disabled;
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uniform float size_small = 0.2;
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uniform float size_large = 0.6;
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uniform float blade_bend = 0.5;
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uniform vec3 color_small: source_color = vec3(0.3, 0.6, 0.1);
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uniform vec3 color_large: source_color = vec3(0.9, 0.9, 0.2);
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uniform sampler2D patch_noise;
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uniform float patch_scale = 5.0;
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varying float patch_factor;
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varying float bottom_to_top;
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void vertex() {
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bottom_to_top = 1.0 - UV.y;
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VERTEX.z += blade_bend * pow(bottom_to_top, 2.0);
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patch_factor = texture(patch_noise, NODE_POSITION_WORLD.xz / patch_scale).r;
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VERTEX *= mix(size_small, size_large, patch_factor);
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NORMAL = mix(NORMAL, vec3(0.0, 1.0, 0.0), bottom_to_top);
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}
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void fragment() {
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AO = bottom_to_top;
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AO_LIGHT_AFFECT = 1.0;
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ALBEDO = mix(color_small, color_large, patch_factor);
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BACKLIGHT = vec3(0.2);
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ROUGHNESS = 0.4;
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SPECULAR = 0.2;
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}
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