[gd_scene load_steps=5 format=3 uid="uid://ckffrweetb03k"] [sub_resource type="Shader" id="Shader_jawsf"] code = "shader_type spatial; void vertex() { // Called for every vertex the material is visible on. } void fragment() { if (UV.x > 0.5) { ALBEDO = vec3(0, 0.2, 1); ROUGHNESS = 0.2; RIM = 100.0; } else { ALBEDO = vec3(1, 0.2, 0); ROUGHNESS = 0.2; RIM = 100.0; } } //void light() { // Called for every pixel for every light affecting the material. // Uncomment to replace the default light processing function with this one. //} " [sub_resource type="ShaderMaterial" id="ShaderMaterial_n6a3p"] render_priority = 0 shader = SubResource("Shader_jawsf") [sub_resource type="SphereMesh" id="SphereMesh_u77af"] material = SubResource("ShaderMaterial_n6a3p") [sub_resource type="Environment" id="Environment_n0bt7"] background_mode = 1 [node name="Node3D" type="Node3D"] [node name="MeshInstance3D" type="MeshInstance3D" parent="."] mesh = SubResource("SphereMesh_u77af") [node name="Camera3D" type="Camera3D" parent="."] transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 2.01451) [node name="WorldEnvironment" type="WorldEnvironment" parent="."] environment = SubResource("Environment_n0bt7") [node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]