// Copyright 2025 DeepMind Technologies Limited // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. material { name : phong_2d_uv_fade, shadingModel : specularGlossiness, flipUV : false, blending: fade, parameters : [ { type : float4, name : BaseColorFactor }, { type : float, name : SpecularFactor }, { type : float, name : GlossinessFactor }, { type : float, name : EmissiveFactor }, { type : sampler2d, name : BaseColor } ], requires : [ uv0 ], } fragment { void material(inout MaterialInputs material) { vec2 uv = getUV0(); prepareMaterial(material); material.baseColor = materialParams.BaseColorFactor; material.baseColor *= texture(materialParams_BaseColor, uv); material.specularColor = vec3(materialParams.SpecularFactor); material.glossiness = materialParams.GlossinessFactor; material.emissive = vec4( materialParams.BaseColorFactor.rgb * materialParams.EmissiveFactor, 0.0); } }