shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx; uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable; uniform ivec2 albedo_texture_size; uniform float point_size : hint_range(0.1, 128.0, 0.1); uniform float roughness : hint_range(0.0, 1.0); uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable; uniform vec4 metallic_texture_channel; uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable; uniform float specular : hint_range(0.0, 1.0, 0.01); uniform float metallic : hint_range(0.0, 1.0, 0.01); uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; // Controls the frequency of the waves uniform float amount : hint_range(0.0, 100.0, 0.01) = 20.0; // Controls the overall distortion intensity uniform float move = 1.0; // Base height of the sinusoidal bands uniform float bandsize = 0.1; // Speed of wave movement uniform float speed = 1.0; void vertex() { // Center UV to create symmetrical effect vec2 uv = UV - 0.5; // Adds movement with time uv.y += TIME * speed; // Calculates animated sinusoidal value float wave = sin(uv.y * amount) + bandsize; // Applies distortion along the sphere normal VERTEX += NORMAL * wave * move; } void fragment() { // Center UV to keep the same pattern as vertex shader vec2 uv = UV - 0.5; // Animates the waves on the Y axis uv.y += TIME * speed; // Creates the same sinusoidal function to draw the pattern float wave = sin(uv.y * amount) + bandsize; // Sets the band color based on the sinusoidal value ALBEDO = vec3(wave); vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo, base_uv); ALBEDO = albedo.rgb * albedo_tex.rgb; float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel); METALLIC = metallic_tex * metallic; SPECULAR = specular; vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0); float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel); ROUGHNESS = roughness_tex * roughness; }