Variable DEFAULT_SHADER_SOURCEConst
DEFAULT_SHADER_SOURCE: "// Custom surface shader. Fill in `surface()`; anything you leave at the\n// default_surface() value keeps the standard lit look.\n//\n// Available inputs (s): world_pos, world_normal, world_tangent, uv, view_dir,\n// time (seconds), params (vec4 — tune from the Inspector).\n\nfn surface(s: SurfaceIn) -> SurfaceOut {\n var o = default_surface(s);\n // Example: tint by UV and pulse emissive over time.\n o.base_color = vec3<f32>(s.uv, 0.5);\n o.roughness = 0.4;\n o.emissive = vec3<f32>(0.0);\n return o;\n}\n" = ...
Starter source for a new custom surface shader. Must define
surface().