[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://ck8h6dvojuegj"] [sub_resource type="Shader" id="Shader_eumy4"] code = "shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_back,unshaded; uniform sampler2D texture_albedo : filter_linear_mipmap_anisotropic,repeat_enable; uniform sampler2D lightmap_albedo : filter_linear_mipmap_anisotropic,repeat_enable; uniform bool lightmap_2x; float srgb_to_linear_e(float input) { float output; if (input <= 0.04045) { output = input / 12.92; } else { output = pow((input + 0.055) / 1.055, 2.4); } return output; } vec3 srgb_to_linear(vec3 input) { vec3 output; output.r = srgb_to_linear_e(input.r); output.g = srgb_to_linear_e(input.g); output.b = srgb_to_linear_e(input.b); return output; } void fragment() { vec4 albedo_tex = texture(texture_albedo,UV); vec4 lightmap_tex = texture(lightmap_albedo,UV2); if (lightmap_2x) { lightmap_tex *= 2.0f; } ALBEDO = srgb_to_linear((albedo_tex * lightmap_tex).rgb); } " [resource] render_priority = 0 shader = SubResource("Shader_eumy4") shader_parameter/lightmap_2x = null