// Found here https://godotshaders.com/shader/opalescent/ shader_type spatial; uniform vec3 base : source_color = vec3(0.2, 0.5, 0.9); uniform vec3 highlight1 : source_color = vec3(0.9, 0.5, 0.2); uniform vec3 highlight2 : source_color = vec3(0.6, 1.0, 0.3); uniform float noise_scale = 10.0; uniform float roughness = 0.5; uniform float shift_intensity = 1.0; vec2 random(vec2 uv){ uv = vec2( dot(uv, vec2(127.1,311.7) ), dot(uv, vec2(269.5,183.3) ) ); return -1.0 + 2.0 * fract(sin(uv) * 43758.5453123); } float noise(vec2 uv) { vec2 uv_index = floor(uv); vec2 uv_fract = fract(uv); vec2 blur = smoothstep(0.0, 1.0, uv_fract); return mix( mix( dot( random(uv_index + vec2(0.0,0.0) ), uv_fract - vec2(0.0,0.0) ), dot( random(uv_index + vec2(1.0,0.0) ), uv_fract - vec2(1.0,0.0) ), blur.x), mix( dot( random(uv_index + vec2(0.0,1.0) ), uv_fract - vec2(0.0,1.0) ), dot( random(uv_index + vec2(1.0,1.0) ), uv_fract - vec2(1.0,1.0) ), blur.x), blur.y) + 0.5; } void fragment() { //Direction out of mesh along view angle vec3 V = normalize(-VIEW); //Quick convenient fresnel simulation float _fresnel = pow(1.0 - dot(NORMAL, V), 3.0); vec3 world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; float noise_value = noise(UV * noise_scale); float turbulence = abs(noise_value - 0.5) * 2.0; ALBEDO = mix(base, highlight1, noise_value); ALBEDO = mix(ALBEDO, highlight2, turbulence); float angle_factor = abs(dot(V, NORMAL)); //Assumed to be mixing from black here ALBEDO = mix(ALBEDO, vec3(0.0), angle_factor * shift_intensity); //fade out according to roughness ALBEDO = mix(ALBEDO, vec3(0.0), _fresnel * roughness); SPECULAR = 1.0 - roughness; }