shader_type spatial; uniform vec3 albedo : source_color; uniform float metallic : hint_range(0.0, 1.0) = 0; uniform float roughness : hint_range(0.0, 1.0) = 0.02; uniform sampler2D texture_normal; uniform sampler2D texture_normal2; uniform vec2 wave_direction = vec2(2.0,0.0); uniform vec2 wave_direction2 = vec2(0.0,1.0); uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.025; void fragment() { vec2 time = (TIME * wave_direction) * time_scale; vec2 time2 = (TIME * wave_direction2) * time_scale; vec3 normal_blend = mix(texture(texture_normal,UV + time).rgb, texture(texture_normal2,UV + time2).rgb, 0.5); ALBEDO = albedo; METALLIC = metallic; ROUGHNESS = roughness; NORMAL_MAP = normal_blend; }