shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx; uniform sampler2DArray textures : source_color, filter_linear_mipmap, repeat_enable; void fragment() { ALBEDO = texture(textures, vec3(UV, UV2.x)).rgb; METALLIC = 0.0; SPECULAR = 0.5; ROUGHNESS = 1.0; }