[gd_resource type="ShaderMaterial" load_steps=5 format=2]

[ext_resource path="res://scenes/hair/F00_000_Hair_00_01.png" type="Texture" id=1]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_nml.png" type="Texture" id=2]
[ext_resource path="res://scenes/hair/F00_000_Hair_00_spe.png" type="Texture" id=3]

[sub_resource type="Shader" id=1]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float alpha_scissor_threshold;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
uniform sampler2D texture_emission : hint_black_albedo;
uniform vec4 emission : hint_color;
uniform float emission_energy;
uniform sampler2D texture_normal : hint_normal;
uniform float normal_scale : hint_range(-16,16);
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;


void vertex() {
	UV=UV*uv1_scale.xy+uv1_offset.xy;
}




void fragment() {
	vec2 base_uv = UV;
	vec4 albedo_tex = texture(texture_albedo,base_uv);
	albedo_tex *= COLOR;
	ALBEDO = albedo.rgb * albedo_tex.rgb;
	METALLIC = metallic;
	ROUGHNESS = roughness;
	SPECULAR = specular;
	NORMALMAP = texture(texture_normal,base_uv).rgb;
	NORMALMAP_DEPTH = normal_scale;
	vec3 emission_tex = texture(texture_emission,base_uv).rgb;
	EMISSION = (emission.rgb+emission_tex)*emission_energy;
	ALPHA = albedo.a * albedo_tex.a;
	ALPHA_SCISSOR=alpha_scissor_threshold;
}
"

[resource]
shader = SubResource( 1 )
shader_param/albedo = Color( 0.329412, 0, 0, 1 )
shader_param/specular = 0.5
shader_param/metallic = 0.0
shader_param/alpha_scissor_threshold = 0.5
shader_param/roughness = 0.5
shader_param/point_size = 1.0
shader_param/emission = Color( 0, 0, 0, 1 )
shader_param/emission_energy = 0.15
shader_param/normal_scale = 1.0
shader_param/uv1_scale = Vector3( 1, 1, 1 )
shader_param/uv1_offset = Vector3( 0, 0, 0 )
shader_param/uv2_scale = Vector3( 1, 1, 1 )
shader_param/uv2_offset = Vector3( 0, 0, 0 )
shader_param/texture_albedo = ExtResource( 1 )
shader_param/texture_emission = ExtResource( 3 )
shader_param/texture_normal = ExtResource( 2 )
