18 lines
431 B
Plaintext
18 lines
431 B
Plaintext
shader_type spatial;
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uniform vec3 color : source_color;
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float fresnel(float amount, vec3 normal, vec3 view)
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{
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return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
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}
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void fragment() {
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float f = fresnel(0.8, NORMAL, VIEW);
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float wave = abs((sin((UV.y - TIME * 0.1) * 10.0 * PI) + 1.0) / 2.0);
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ALBEDO = color;
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EMISSION = color * 2.0;
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ALPHA = step(UV.y, wave) * (1.0 - UV.y) * (1.0 - f);
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}
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