Created
February 25, 2021 05:58
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Robe Shaders (Golden Scythe, Godot)
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shader_type canvas_item; | |
void fragment() { | |
// Color of the current pixel | |
vec4 oC = texture(TEXTURE, UV); | |
// Get the difference between the current pixel color and the color to replace, and replace the color | |
// Exterior Main | |
if (max(max(max(abs(oC.r - 0.408), abs(oC.g - 0.282)), abs(oC.b - 0.471)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.384, | |
0.718, | |
0.882, | |
abs(sin(TIME*100.0)/2.0) | |
);} | |
// Exterior Dark | |
else if (max(max(max(abs(oC.r - 0.282), abs(oC.g - 0.220)), abs(oC.b - 0.314)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.263, | |
0.475, | |
0.580, | |
abs(sin(TIME*100.0)/2.0) | |
);} | |
// Exterior Light | |
else if (max(max(max(abs(oC.r - 0.533), abs(oC.g - 0.471)), abs(oC.b - 0.659)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.502, | |
0.835, | |
1.000, | |
abs(sin(TIME*100.0)/2.0) | |
);} | |
// Exterior Lining | |
else if (max(max(max(abs(oC.r - 0.165), abs(oC.g - 0.098)), abs(oC.b - 0.196)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.176, | |
0.337, | |
0.420, | |
abs(sin(TIME*100.0)/2.0) | |
);} | |
// Interior Main | |
else if (max(max(max(abs(oC.r - 0.251), abs(oC.g - 0.0)), abs(oC.b - 0.0)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0, | |
0.35, | |
0.5, | |
abs(sin(TIME*100.0)/2.0) | |
);} | |
// Interior Dark | |
else if (max(max(max(abs(oC.r - 0.188), abs(oC.g - 0.063)), abs(oC.b - 0.094)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0, | |
0.25, | |
0.4, | |
abs(sin(TIME*100.0)/2.0) | |
);} | |
// Interior Light | |
else if (max(max(max(abs(oC.r - 0.251), abs(oC.g - 0.125)), abs(oC.b - 0.188)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0, | |
0.4, | |
0.6, | |
abs(sin(TIME*100.0)/2.0) | |
);} | |
// Silver Main | |
else if (max(max(max(abs(oC.r - 0.471), abs(oC.g - 0.502)), abs(oC.b - 0.471)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.188, | |
0.631, | |
0.733, | |
abs(sin(TIME*100.0)/2.0) | |
);} | |
// Silver Dim | |
else if (max(max(max(abs(oC.r - 0.282), abs(oC.g - 0.314)), abs(oC.b - 0.282)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.145, | |
0.427, | |
0.494, | |
abs(sin(TIME*100.0)/2.0) | |
);} | |
// Silver Dark | |
else if (max(max(max(abs(oC.r - 0.188), abs(oC.g - 0.188)), abs(oC.b - 0.157)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.086, | |
0.329, | |
0.388, | |
abs(sin(TIME*100.0)/2.0) | |
);} | |
// Silver Light | |
else if (max(max(max(abs(oC.r - 0.722), abs(oC.g - 0.753)), abs(oC.b - 0.722)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.322, | |
0.812, | |
0.925, | |
abs(sin(TIME*100.0)/2.0) | |
);} | |
// Chain Top | |
else if (max(max(max(abs(oC.r - 0.722), abs(oC.g - 0.565)), abs(oC.b - 0.0)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.502*(2.0-abs(sin(TIME))), | |
0.835*(2.0-abs(sin(TIME))), | |
0.999*(2.0-abs(sin(TIME))), | |
abs(sin(TIME*100.0)/2.0) | |
);} | |
// Chain Bottom | |
else if (max(max(max(abs(oC.r - 0.533), abs(oC.g - 0.282)), abs(oC.b - 0.0)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.502*(2.0-abs(sin(TIME))), | |
0.835*(2.0-abs(sin(TIME))), | |
0.999*(2.0-abs(sin(TIME))), | |
abs(sin(TIME*100.0)/2.0) | |
);} | |
// Chain Middle | |
else if (max(max(max(abs(oC.r - 0.314), abs(oC.g - 0.125)), abs(oC.b - 0.031)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.502*(2.0-abs(sin(TIME))), | |
0.835*(2.0-abs(sin(TIME))), | |
0.999*(2.0-abs(sin(TIME))), | |
abs(sin(TIME*100.0)/2.0) | |
);} | |
COLOR = oC; | |
} |
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shader_type canvas_item; | |
void fragment() { | |
// Color of the current pixel | |
vec4 oC = texture(TEXTURE, UV); | |
// Get the difference between the current pixel color and the color to replace, and replace the color | |
// Exterior Main | |
if (max(max(abs(oC.r - 0.408), abs(oC.g - 0.282)), abs(oC.b - 0.471)) <= 0.01){oC = vec4( | |
0.784 + 0.063*abs(sin(TIME)), | |
0.345 + 0.282*abs(sin(TIME)), | |
0.063 + 0.345*abs(sin(TIME)), | |
oC.a | |
);} | |
// Exterior Dark | |
else if (max(max(abs(oC.r - 0.282), abs(oC.g - 0.220)), abs(oC.b - 0.314)) <= 0.01){oC = vec4( | |
0.784 + 0.063*abs(sin(TIME + 5.0)), | |
0.345 + 0.282*abs(sin(TIME + 5.0)), | |
0.063 + 0.345*abs(sin(TIME + 5.0)), | |
oC.a | |
);} | |
// Exterior Light | |
else if (max(max(abs(oC.r - 0.533), abs(oC.g - 0.471)), abs(oC.b - 0.659)) <= 0.01){oC = vec4( | |
0.784 + 0.063*abs(sin(TIME + 10.0)), | |
0.345 + 0.282*abs(sin(TIME + 10.0)), | |
0.063 + 0.345*abs(sin(TIME + 10.0)), | |
oC.a | |
);} | |
// Exterior Lining | |
else if (max(max(abs(oC.r - 0.165), abs(oC.g - 0.098)), abs(oC.b - 0.196)) <= 0.01){oC = vec4( | |
0.784 + 0.063*abs(sin(TIME + 15.0)), | |
0.345 + 0.282*abs(sin(TIME + 15.0)), | |
0.063 + 0.345*abs(sin(TIME + 15.0)), | |
oC.a | |
);} | |
// Interior Main | |
else if (max(max(abs(oC.r - 0.251), abs(oC.g - 0.0)), abs(oC.b - 0.0)) <= 0.01){oC = vec4( | |
0.392 + 0.033*abs(sin(TIME)), | |
0.172 + 0.141*abs(sin(TIME)), | |
0.033 + 0.172*abs(sin(TIME)), | |
oC.a | |
);} | |
// Interior Dark | |
else if (max(max(abs(oC.r - 0.188), abs(oC.g - 0.063)), abs(oC.b - 0.094)) <= 0.01){oC = vec4( | |
0.392 + 0.033*abs(sin(TIME + 5.0)), | |
0.172 + 0.141*abs(sin(TIME + 5.0)), | |
0.033 + 0.172*abs(sin(TIME + 5.0)), | |
oC.a | |
);} | |
// Interior Light | |
else if (max(max(abs(oC.r - 0.251), abs(oC.g - 0.125)), abs(oC.b - 0.188)) <= 0.01){oC = vec4( | |
0.392 + 0.033*abs(sin(TIME + 10.0)), | |
0.172 + 0.141*abs(sin(TIME + 10.0)), | |
0.033 + 0.172*abs(sin(TIME + 10.0)), | |
oC.a | |
);} | |
// Silver Main | |
else if (max(max(abs(oC.r - 0.471), abs(oC.g - 0.502)), abs(oC.b - 0.471)) <= 0.01){oC = vec4( | |
0.980 + 0.063*abs(sin(TIME)), | |
0.431 + 0.282*abs(sin(TIME)), | |
0.079 + 0.345*abs(sin(TIME)), | |
oC.a | |
);} | |
// Silver Dim | |
else if (max(max(abs(oC.r - 0.282), abs(oC.g - 0.314)), abs(oC.b - 0.282)) <= 0.01){oC = vec4( | |
0.980 + 0.063*abs(sin(TIME + 5.0)), | |
0.431 + 0.282*abs(sin(TIME + 5.0)), | |
0.079 + 0.345*abs(sin(TIME + 5.0)), | |
oC.a | |
);} | |
// Silver Dark | |
else if (max(max(abs(oC.r - 0.188), abs(oC.g - 0.188)), abs(oC.b - 0.157)) <= 0.01){oC = vec4( | |
0.980 + 0.063*abs(sin(TIME + 10.0)), | |
0.431 + 0.282*abs(sin(TIME + 10.0)), | |
0.079 + 0.345*abs(sin(TIME + 10.0)), | |
oC.a | |
);} | |
// Silver Light | |
else if (max(max(abs(oC.r - 0.722), abs(oC.g - 0.753)), abs(oC.b - 0.722)) <= 0.01){oC = vec4( | |
0.980 + 0.063*abs(sin(TIME + 15.0)), | |
0.431 + 0.282*abs(sin(TIME + 15.0)), | |
0.079 + 0.345*abs(sin(TIME + 15.0)), | |
oC.a | |
);} | |
// Chain Top | |
else if (max(max(max(abs(oC.r - 0.722), abs(oC.g - 0.565)), abs(oC.b - 0.0)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.980 + 0.080*abs(sin(TIME)), | |
0.431 + 0.400*abs(sin(TIME)), | |
0.079 + 0.500*abs(sin(TIME)), | |
oC.a | |
);} | |
// Chain Bottom | |
else if (max(max(max(abs(oC.r - 0.533), abs(oC.g - 0.282)), abs(oC.b - 0.0)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.980 + 0.080*abs(sin(TIME + 5.0)), | |
0.431 + 0.400*abs(sin(TIME + 5.0)), | |
0.079 + 0.500*abs(sin(TIME + 5.0)), | |
oC.a | |
);} | |
// Chain Middle | |
else if (max(max(max(abs(oC.r - 0.314), abs(oC.g - 0.125)), abs(oC.b - 0.031)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.980 + 0.080*abs(sin(TIME + 10.0)), | |
0.431 + 0.400*abs(sin(TIME + 10.0)), | |
0.079 + 0.500*abs(sin(TIME + 10.0)), | |
oC.a | |
);} | |
COLOR = oC; | |
} |
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shader_type canvas_item; | |
void fragment() { | |
// Color of the current pixel | |
vec4 oC = texture(TEXTURE, UV); | |
// Get the difference between the current pixel color and the color to replace, and replace the color | |
// Exterior Main | |
if (max(max(abs(oC.r - 0.408), abs(oC.g - 0.282)), abs(oC.b - 0.471)) <= 0.01){oC = vec4( | |
0.8*abs(sin(TIME)), | |
0.8*abs(sin(TIME/2.0)), | |
0.8*abs(sin(TIME/3.0)), | |
oC.a | |
);} | |
// Exterior Dark | |
else if (max(max(abs(oC.r - 0.282), abs(oC.g - 0.220)), abs(oC.b - 0.314)) <= 0.01){oC = vec4( | |
0.6*abs(sin(TIME)), | |
0.6*abs(sin(TIME/2.0)), | |
0.6*abs(sin(TIME/3.0)), | |
oC.a | |
);} | |
// Exterior Light | |
else if (max(max(abs(oC.r - 0.533), abs(oC.g - 0.471)), abs(oC.b - 0.659)) <= 0.01){oC = vec4( | |
1.0*abs(sin(TIME)), | |
1.0*abs(sin(TIME/2.0)), | |
1.0*abs(sin(TIME/3.0)), | |
oC.a | |
);} | |
// Exterior Lining | |
else if (max(max(abs(oC.r - 0.165), abs(oC.g - 0.098)), abs(oC.b - 0.196)) <= 0.01){oC = vec4( | |
0.4*abs(sin(TIME)), | |
0.4*abs(sin(TIME/2.0)), | |
0.4*abs(sin(TIME/3.0)), | |
oC.a | |
);} | |
// Interior Main | |
else if (max(max(abs(oC.r - 0.251), abs(oC.g - 0.0)), abs(oC.b - 0.0)) <= 0.01){oC = vec4( | |
0.5*abs(sin(TIME + 5.0)), | |
0.5*abs(sin(TIME/2.0 + 5.0)), | |
0.5*abs(sin(TIME/3.0 + 5.0)), | |
oC.a | |
);} | |
// Interior Dark | |
else if (max(max(abs(oC.r - 0.188), abs(oC.g - 0.063)), abs(oC.b - 0.094)) <= 0.01){oC = vec4( | |
0.3*abs(sin(TIME + 5.0)), | |
0.3*abs(sin(TIME/2.0 + 5.0)), | |
0.3*abs(sin(TIME/3.0 + 5.0)), | |
oC.a | |
);} | |
// Interior Light | |
else if (max(max(abs(oC.r - 0.251), abs(oC.g - 0.125)), abs(oC.b - 0.188)) <= 0.01){oC = vec4( | |
0.7*abs(sin(TIME + 5.0)), | |
0.7*abs(sin(TIME/2.0 + 5.0)), | |
0.7*abs(sin(TIME/3.0 + 5.0)), | |
oC.a | |
);} | |
// Silver Main | |
else if (max(max(abs(oC.r - 0.471), abs(oC.g - 0.502)), abs(oC.b - 0.471)) <= 0.01){oC = vec4( | |
0.5, | |
0.5, | |
0.5, | |
oC.a | |
);} | |
// Silver Dim | |
else if (max(max(abs(oC.r - 0.282), abs(oC.g - 0.314)), abs(oC.b - 0.282)) <= 0.01){oC = vec4( | |
0.3, | |
0.3, | |
0.3, | |
oC.a | |
);} | |
// Silver Dark | |
else if (max(max(abs(oC.r - 0.188), abs(oC.g - 0.188)), abs(oC.b - 0.157)) <= 0.01){oC = vec4( | |
0.2, | |
0.2, | |
0.2, | |
oC.a | |
);} | |
// Silver Light | |
else if (max(max(abs(oC.r - 0.722), abs(oC.g - 0.753)), abs(oC.b - 0.722)) <= 0.01){oC = vec4( | |
0.7, | |
0.7, | |
0.7, | |
oC.a | |
);} | |
// Chain Top | |
else if (max(max(max(abs(oC.r - 0.722), abs(oC.g - 0.565)), abs(oC.b - 0.0)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.5*abs(sin(TIME + 10.0)), | |
0.5*abs(sin(TIME/2.0 + 10.0)), | |
0.5*abs(sin(TIME/3.0 + 10.0)), | |
oC.a | |
);} | |
// Chain Bottom | |
else if (max(max(max(abs(oC.r - 0.533), abs(oC.g - 0.282)), abs(oC.b - 0.0)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.3*abs(sin(TIME + 10.0)), | |
0.3*abs(sin(TIME/2.0 + 10.0)), | |
0.3*abs(sin(TIME/3.0 + 10.0)), | |
oC.a | |
);} | |
// Chain Middle | |
else if (max(max(max(abs(oC.r - 0.314), abs(oC.g - 0.125)), abs(oC.b - 0.031)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.9*abs(sin(TIME + 10.0)), | |
0.9*abs(sin(TIME/2.0 + 10.0)), | |
0.9*abs(sin(TIME/3.0 + 10.0)), | |
oC.a | |
);} | |
COLOR = oC; | |
} |
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shader_type canvas_item; | |
void fragment() { | |
// Color of the current pixel | |
vec4 oC = texture(TEXTURE, UV); | |
// Get the difference between the current pixel color and the color to replace, and replace the color | |
// Exterior Main | |
if (max(max(abs(oC.r - 0.408), abs(oC.g - 0.282)), abs(oC.b - 0.471)) <= 0.01){oC = vec4( | |
0.7, | |
0.7, | |
0.7, | |
oC.a | |
);} | |
// Exterior Dark | |
else if (max(max(abs(oC.r - 0.282), abs(oC.g - 0.220)), abs(oC.b - 0.314)) <= 0.01){oC = vec4( | |
0.6, | |
0.6, | |
0.6, | |
oC.a | |
);} | |
// Exterior Light | |
else if (max(max(abs(oC.r - 0.533), abs(oC.g - 0.471)), abs(oC.b - 0.659)) <= 0.01){oC = vec4( | |
0.8, | |
0.8, | |
0.8, | |
oC.a | |
);} | |
// Exterior Lining | |
else if (max(max(abs(oC.r - 0.165), abs(oC.g - 0.098)), abs(oC.b - 0.196)) <= 0.01){oC = vec4( | |
0.439, | |
0.408, | |
0.188, | |
oC.a | |
);} | |
// Interior Main | |
else if (max(max(abs(oC.r - 0.251), abs(oC.g - 0.0)), abs(oC.b - 0.0)) <= 0.01){oC = vec4( | |
0.439, | |
0.408, | |
0.188, | |
oC.a | |
);} | |
// Interior Dark | |
else if (max(max(abs(oC.r - 0.188), abs(oC.g - 0.063)), abs(oC.b - 0.094)) <= 0.01){oC = vec4( | |
0.251, | |
0.220, | |
0.063, | |
oC.a | |
);} | |
// Interior Light | |
else if (max(max(abs(oC.r - 0.251), abs(oC.g - 0.125)), abs(oC.b - 0.188)) <= 0.01){oC = vec4( | |
0.596, | |
0.596, | |
0.314, | |
oC.a | |
);} | |
// Silver Main | |
else if (max(max(abs(oC.r - 0.471), abs(oC.g - 0.502)), abs(oC.b - 0.471)) <= 0.01){oC = vec4( | |
0.816, | |
0.847, | |
0.471, | |
oC.a | |
);} | |
// Silver Dim | |
else if (max(max(abs(oC.r - 0.282), abs(oC.g - 0.314)), abs(oC.b - 0.282)) <= 0.01){oC = vec4( | |
0.596, | |
0.596, | |
0.314, | |
oC.a | |
);} | |
// Silver Dark | |
else if (max(max(abs(oC.r - 0.188), abs(oC.g - 0.188)), abs(oC.b - 0.157)) <= 0.01){oC = vec4( | |
0.439, | |
0.408, | |
0.188, | |
oC.a | |
);} | |
// Silver Light | |
else if (max(max(abs(oC.r - 0.722), abs(oC.g - 0.753)), abs(oC.b - 0.722)) <= 0.01){oC = vec4( | |
0.973, | |
0.941, | |
0.659, | |
oC.a | |
);} | |
// Chain Top | |
else if (max(max(max(abs(oC.r - 0.722), abs(oC.g - 0.565)), abs(oC.b - 0.0)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.973, | |
0.941, | |
0.659, | |
oC.a | |
);} | |
// Chain Bottom | |
else if (max(max(max(abs(oC.r - 0.533), abs(oC.g - 0.282)), abs(oC.b - 0.0)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.816, | |
0.847, | |
0.471, | |
oC.a | |
);} | |
// Chain Middle | |
else if (max(max(max(abs(oC.r - 0.314), abs(oC.g - 0.125)), abs(oC.b - 0.031)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.596, | |
0.596, | |
0.314, | |
oC.a | |
);} | |
COLOR = oC; | |
} |
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shader_type canvas_item; | |
void fragment() { | |
// Color of the current pixel | |
vec4 oC = texture(TEXTURE, UV); | |
// Get the difference between the current pixel color and the color to replace, and replace the color | |
// Exterior Main | |
if (max(max(abs(oC.r - 0.408), abs(oC.g - 0.282)), abs(oC.b - 0.471)) <= 0.01){oC = vec4( | |
0.4 + 0.2*max(fract(-TIME*1.0),fract(-TIME*3.0)), | |
0.4 + 0.2*max(fract(-TIME*1.0),fract(-TIME*3.0)), | |
0.4 + 0.2*max(fract(-TIME*1.0),fract(-TIME*3.0)), | |
oC.a | |
);} | |
// Exterior Dark | |
else if (max(max(abs(oC.r - 0.282), abs(oC.g - 0.220)), abs(oC.b - 0.314)) <= 0.01){oC = vec4( | |
0.3 + 0.2*max(fract(-TIME/1.5),fract(-TIME/3.5)), | |
0.3 + 0.2*max(fract(-TIME/1.5),fract(-TIME/3.5)), | |
0.3 + 0.2*max(fract(-TIME/1.5),fract(-TIME/3.5)), | |
oC.a | |
);} | |
// Exterior Light | |
else if (max(max(abs(oC.r - 0.533), abs(oC.g - 0.471)), abs(oC.b - 0.659)) <= 0.01){oC = vec4( | |
0.5 + 0.2*max(fract(-TIME/2.0),fract(-TIME/5.0)), | |
0.5 + 0.2*max(fract(-TIME/2.0),fract(-TIME/5.0)), | |
0.5 + 0.2*max(fract(-TIME/2.0),fract(-TIME/5.0)), | |
oC.a | |
);} | |
// Exterior Lining | |
else if (max(max(abs(oC.r - 0.165), abs(oC.g - 0.098)), abs(oC.b - 0.196)) <= 0.01){oC = vec4( | |
0.2 + 0.2*max(fract(-TIME/4.0),fract(-TIME/3.0)), | |
0.2 + 0.2*max(fract(-TIME/4.0),fract(-TIME/3.0)), | |
0.2 + 0.2*max(fract(-TIME/4.0),fract(-TIME/3.0)), | |
oC.a | |
);} | |
// Interior Main | |
else if (max(max(abs(oC.r - 0.251), abs(oC.g - 0.0)), abs(oC.b - 0.0)) <= 0.01){oC = vec4( | |
0.227*max(fract(-TIME*1.0),fract(-TIME*3.0)), | |
0.694*max(fract(-TIME*1.0),fract(-TIME*3.0)), | |
0.999*max(fract(-TIME*1.0),fract(-TIME*3.0)), | |
oC.a | |
);} | |
// Interior Dark | |
else if (max(max(abs(oC.r - 0.188), abs(oC.g - 0.063)), abs(oC.b - 0.094)) <= 0.01){oC = vec4( | |
0, | |
0.608*max(fract(-TIME/1.5),fract(-TIME/3.5)), | |
0.999*max(fract(-TIME/1.5),fract(-TIME/3.5)), | |
oC.a | |
);} | |
// Interior Light | |
else if (max(max(abs(oC.r - 0.251), abs(oC.g - 0.125)), abs(oC.b - 0.188)) <= 0.01){oC = vec4( | |
0.498*max(fract(-TIME/2.0),fract(-TIME/5.0)), | |
0.800*max(fract(-TIME/2.0),fract(-TIME/5.0)), | |
0.999*max(fract(-TIME/2.0),fract(-TIME/5.0)), | |
oC.a | |
);} | |
// Silver Main | |
else if (max(max(abs(oC.r - 0.471), abs(oC.g - 0.502)), abs(oC.b - 0.471)) <= 0.01){oC = vec4( | |
0.227*max(fract(-TIME*1.0),fract(-TIME*3.0)), | |
0.694*max(fract(-TIME*1.0),fract(-TIME*3.0)), | |
0.999*max(fract(-TIME*1.0),fract(-TIME*3.0)), | |
oC.a | |
);} | |
// Silver Dim | |
else if (max(max(abs(oC.r - 0.282), abs(oC.g - 0.314)), abs(oC.b - 0.282)) <= 0.01){oC = vec4( | |
0, | |
0.608*max(fract(-TIME/4.0),fract(-TIME/3.0)), | |
0.999*max(fract(-TIME/4.0),fract(-TIME/3.0)), | |
oC.a | |
);} | |
// Silver Dark | |
else if (max(max(abs(oC.r - 0.188), abs(oC.g - 0.188)), abs(oC.b - 0.157)) <= 0.01){oC = vec4( | |
0, | |
0.502*max(fract(-TIME/1.5),fract(-TIME/3.5)), | |
0.827*max(fract(-TIME/1.5),fract(-TIME/3.5)), | |
oC.a | |
);} | |
// Silver Light | |
else if (max(max(abs(oC.r - 0.722), abs(oC.g - 0.753)), abs(oC.b - 0.722)) <= 0.01){oC = vec4( | |
0.498*max(fract(-TIME/2.0),fract(-TIME/5.0)), | |
0.800*max(fract(-TIME/2.0),fract(-TIME/5.0)), | |
0.999*max(fract(-TIME/2.0),fract(-TIME/5.0)), | |
oC.a | |
);} | |
// Chain Top | |
else if (max(max(max(abs(oC.r - 0.722), abs(oC.g - 0.565)), abs(oC.b - 0.0)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.498*max(fract(-TIME/2.0),fract(-TIME/5.0)), | |
0.800*max(fract(-TIME/2.0),fract(-TIME/5.0)), | |
0.999*max(fract(-TIME/2.0),fract(-TIME/5.0)), | |
oC.a | |
);} | |
// Chain Bottom | |
else if (max(max(max(abs(oC.r - 0.533), abs(oC.g - 0.282)), abs(oC.b - 0.0)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.227*max(fract(-TIME*1.0),fract(-TIME*3.0)), | |
0.694*max(fract(-TIME*1.0),fract(-TIME*3.0)), | |
0.999*max(fract(-TIME*1.0),fract(-TIME*3.0)), | |
oC.a | |
);} | |
// Chain Middle | |
else if (max(max(max(abs(oC.r - 0.314), abs(oC.g - 0.125)), abs(oC.b - 0.031)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0, | |
0.608*max(fract(-TIME/4.0),fract(-TIME/3.0)), | |
0.999*max(fract(-TIME/4.0),fract(-TIME/3.0)), | |
oC.a | |
);} | |
COLOR = oC; | |
} |
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shader_type canvas_item; | |
void fragment() { | |
// Color of the current pixel | |
vec4 oC = texture(TEXTURE, UV); | |
// Get the highest difference between the current pixel color and the color to replace, and replace the color | |
// Specific color you want to change | |
// Input %RGB values [Here] [Here] and [Here] | |
// To get alpha difference, just add another max() with the corresponding difference | |
if (max(max(abs(oC.r - 0.408), abs(oC.g - 0.282)), abs(oC.b - 0.471)) <= 0.01){oC = vec4( | |
0, | |
0, | |
0, | |
oC.a | |
);} | |
COLOR = oC; | |
} |
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shader_type canvas_item; | |
void fragment() { | |
// Color of the current pixel | |
vec4 oC = texture(TEXTURE, UV); | |
// Get the difference between the current pixel color and the color to replace, and replace the color | |
// | |
// Exterior Main | |
if (max(max(abs(oC.r - 0.408), abs(oC.g - 0.282)), abs(oC.b - 0.471)) <= 0.01){oC = vec4( | |
0.05, | |
0.05, | |
0.05, | |
oC.a | |
);} | |
// Exterior Dark | |
else if (max(max(abs(oC.r - 0.282), abs(oC.g - 0.220)), abs(oC.b - 0.314)) <= 0.01){oC = vec4( | |
0, | |
0, | |
0, | |
oC.a | |
);} | |
// Exterior Light | |
else if (max(max(abs(oC.r - 0.533), abs(oC.g - 0.471)), abs(oC.b - 0.659)) <= 0.01){oC = vec4( | |
0.075, | |
0.075, | |
0.075, | |
oC.a | |
);} | |
// Exterior Lining | |
else if (max(max(abs(oC.r - 0.165), abs(oC.g - 0.098)), abs(oC.b - 0.196)) <= 0.01){oC = vec4( | |
0.075, | |
0.075, | |
0.075, | |
oC.a | |
);} | |
// Interior Main | |
else if (max(max(abs(oC.r - 0.251), abs(oC.g - 0.0)), abs(oC.b - 0.0)) <= 0.01){oC = vec4( | |
abs(sin(TIME))/3.0, | |
abs(sin(TIME))/15.0, | |
abs(sin(TIME))/15.0, | |
oC.a | |
);} | |
// Interior Dark | |
else if (max(max(abs(oC.r - 0.188), abs(oC.g - 0.063)), abs(oC.b - 0.094)) <= 0.01){oC = vec4( | |
abs(sin(TIME))/5.0, | |
abs(sin(TIME))/25.0, | |
abs(sin(TIME))/25.0, | |
oC.a | |
);} | |
// Interior Light | |
else if (max(max(abs(oC.r - 0.251), abs(oC.g - 0.125)), abs(oC.b - 0.188)) <= 0.01){oC = vec4( | |
abs(sin(TIME))/2.0, | |
abs(sin(TIME))/10.0, | |
abs(sin(TIME))/10.0, | |
oC.a | |
);} | |
// Silver Main | |
else if (max(max(abs(oC.r - 0.471), abs(oC.g - 0.502)), abs(oC.b - 0.471)) <= 0.01){oC = vec4( | |
abs(sin(TIME))/3.0, | |
0, | |
0, | |
oC.a | |
);} | |
// Silver Dim | |
else if (max(max(abs(oC.r - 0.282), abs(oC.g - 0.314)), abs(oC.b - 0.282)) <= 0.01){oC = vec4( | |
abs(sin(TIME))/4.0, | |
0, | |
0, | |
oC.a | |
);} | |
// Silver Dark | |
else if (max(max(abs(oC.r - 0.188), abs(oC.g - 0.188)), abs(oC.b - 0.157)) <= 0.01){oC = vec4( | |
abs(sin(TIME))/5.0, | |
0, | |
0, | |
oC.a | |
);} | |
// Silver Light | |
else if (max(max(abs(oC.r - 0.722), abs(oC.g - 0.753)), abs(oC.b - 0.722)) <= 0.01){oC = vec4( | |
abs(sin(TIME))/2.0, | |
0, | |
0, | |
oC.a | |
);} | |
COLOR = oC; | |
} |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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shader_type canvas_item; | |
void fragment() { | |
// Color of the current pixel | |
vec4 oC = texture(TEXTURE, UV); | |
// Get the difference between the current pixel color and the color to replace, and replace the color | |
// Exterior Main | |
if (max(max(abs(oC.r - 0.408), abs(oC.g - 0.282)), abs(oC.b - 0.471)) <= 0.01){oC = vec4( | |
0.1 + 0.1*abs(sin(TIME)), | |
0.1 + 0.1*abs(sin(TIME)), | |
0.1 + 0.1*abs(sin(TIME)), | |
oC.a | |
);} | |
// Exterior Dark | |
else if (max(max(abs(oC.r - 0.282), abs(oC.g - 0.220)), abs(oC.b - 0.314)) <= 0.01){oC = vec4( | |
0.1 + 0.1*abs(sin(TIME + 5.0)), | |
0.1 + 0.1*abs(sin(TIME + 5.0)), | |
0.1 + 0.1*abs(sin(TIME + 5.0)), | |
oC.a | |
);} | |
// Exterior Light | |
else if (max(max(abs(oC.r - 0.533), abs(oC.g - 0.471)), abs(oC.b - 0.659)) <= 0.01){oC = vec4( | |
0.1 + 0.1*abs(sin(TIME + 3.5)), | |
0.1 + 0.1*abs(sin(TIME + 3.5)), | |
0.1 + 0.1*abs(sin(TIME + 3.5)), | |
oC.a | |
);} | |
// Exterior Lining | |
else if (max(max(abs(oC.r - 0.165), abs(oC.g - 0.098)), abs(oC.b - 0.196)) <= 0.01){oC = vec4( | |
0.1 + 0.1*abs(sin(TIME + 1.5)), | |
0.1 + 0.1*abs(sin(TIME + 1.5)), | |
0.1 + 0.1*abs(sin(TIME + 1.5)), | |
oC.a | |
);} | |
// Interior Main | |
else if (max(max(abs(oC.r - 0.251), abs(oC.g - 0.0)), abs(oC.b - 0.0)) <= 0.01){oC = vec4( | |
0.05 + 0.05*abs(sin(TIME)), | |
0.05 + 0.05*abs(sin(TIME)), | |
0.05 + 0.05*abs(sin(TIME)), | |
oC.a | |
);} | |
// Interior Dark | |
else if (max(max(abs(oC.r - 0.188), abs(oC.g - 0.063)), abs(oC.b - 0.094)) <= 0.01){oC = vec4( | |
0.05 + 0.05*abs(sin(TIME + 5.0)), | |
0.05 + 0.05*abs(sin(TIME + 5.0)), | |
0.05 + 0.05*abs(sin(TIME + 5.0)), | |
oC.a | |
);} | |
// Interior Light | |
else if (max(max(abs(oC.r - 0.251), abs(oC.g - 0.125)), abs(oC.b - 0.188)) <= 0.01){oC = vec4( | |
0.05 + 0.05*abs(sin(TIME + 2.5)), | |
0.05 + 0.05*abs(sin(TIME + 2.5)), | |
0.05 + 0.05*abs(sin(TIME + 2.5)), | |
oC.a | |
);} | |
// Silver Main | |
else if (max(max(abs(oC.r - 0.471), abs(oC.g - 0.502)), abs(oC.b - 0.471)) <= 0.01){oC = vec4( | |
0.2 + 0.2*abs(sin(TIME)), | |
0.2 + 0.2*abs(sin(TIME)), | |
0.2 + 0.2*abs(sin(TIME)), | |
oC.a | |
);} | |
// Silver Dim | |
else if (max(max(abs(oC.r - 0.282), abs(oC.g - 0.314)), abs(oC.b - 0.282)) <= 0.01){oC = vec4( | |
0.2 + 0.2*abs(sin(TIME + 1.5)), | |
0.2 + 0.2*abs(sin(TIME + 1.5)), | |
0.2 + 0.2*abs(sin(TIME + 1.5)), | |
oC.a | |
);} | |
// Silver Dark | |
else if (max(max(abs(oC.r - 0.188), abs(oC.g - 0.188)), abs(oC.b - 0.157)) <= 0.01){oC = vec4( | |
0.2 + 0.2*abs(sin(TIME + 3.5)), | |
0.2 + 0.2*abs(sin(TIME + 3.5)), | |
0.2 + 0.2*abs(sin(TIME + 3.5)), | |
oC.a | |
);} | |
// Silver Light | |
else if (max(max(abs(oC.r - 0.722), abs(oC.g - 0.753)), abs(oC.b - 0.722)) <= 0.01){oC = vec4( | |
0.2 + 0.2*abs(sin(TIME + 5.0)), | |
0.2 + 0.2*abs(sin(TIME + 5.0)), | |
0.2 + 0.2*abs(sin(TIME + 5.0)), | |
oC.a | |
);} | |
// Chain Top | |
else if (max(max(max(abs(oC.r - 0.722), abs(oC.g - 0.565)), abs(oC.b - 0.0)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.0 + 0.4*abs(sin(TIME)), | |
0.0 + 0.4*abs(sin(TIME)), | |
0.0 + 0.4*abs(sin(TIME)), | |
oC.a | |
);} | |
// Chain Bottom | |
else if (max(max(max(abs(oC.r - 0.533), abs(oC.g - 0.282)), abs(oC.b - 0.0)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.0 + 0.4*abs(sin(TIME + 2.5)), | |
0.0 + 0.4*abs(sin(TIME + 2.5)), | |
0.0 + 0.4*abs(sin(TIME + 2.5)), | |
oC.a | |
);} | |
// Chain Middle | |
else if (max(max(max(abs(oC.r - 0.314), abs(oC.g - 0.125)), abs(oC.b - 0.031)), abs(oC.a - 1.0)) <= 0.01){oC = vec4( | |
0.0 + 0.4*abs(sin(TIME + 5.0)), | |
0.0 + 0.4*abs(sin(TIME + 5.0)), | |
0.0 + 0.4*abs(sin(TIME + 5.0)), | |
oC.a | |
);} | |
COLOR = oC; | |
} |
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