Global Scale

This is my first ever shader. I wrote this spatial shader in order to have a customizable material for 3D terrain. This allows for scale planning, proportion matching, range/speed calibration and the like during development. There seem to be some visual bugs in the editor after setting some values but moving the view or object fixes the issue somehow.

Shader code
shader_type spatial;

group_uniforms Measurement_Colors;
	uniform vec4 primary_tick_color: source_color=vec4(1,1,1,1);
	uniform vec4 secondary_tick_color: source_color=vec4(.2,.2,.2,1);
	uniform vec4 ground_color: source_color=vec4(0,0.4,0,1);
group_uniforms Thresholds;
	uniform float primary_tick_thickness:hint_range(0,1)=0.01;
	uniform float secondary_tick_thickness:hint_range(0,1)=0.005;
	uniform float primary_tick_increment:hint_range(0,1e3)=5;
	uniform float secondary_tick_increment:hint_range(0,1e3)=1;

void fragment() {
	vec3 world_vertex = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
	vec3 color_out=vec3(0.5);
	if (
		// Main Ticks drawn
			fract(world_vertex.x/primary_tick_increment) < primary_tick_thickness/2.0 ||
		 (1.0-fract(world_vertex.x/primary_tick_increment)) < primary_tick_thickness/2.0 ||
		fract(world_vertex.y/primary_tick_increment) < primary_tick_thickness/2.0 ||
		 (1.0-fract(world_vertex.y/primary_tick_increment)) < primary_tick_thickness/2.0 ||
		fract(world_vertex.z/primary_tick_increment) < primary_tick_thickness/2.0 ||
		 (1.0-fract(world_vertex.z/primary_tick_increment)) < primary_tick_thickness/2.0
	){
		color_out=primary_tick_color.rgb;
	}else{
		if(		
			// Secondary Ticks Drawn
			fract(world_vertex.x/secondary_tick_increment) <= secondary_tick_thickness/2.0 ||
			 (1.0-fract(world_vertex.x/secondary_tick_increment)) <= secondary_tick_thickness/2.0 ||
			fract(world_vertex.y/secondary_tick_increment) <= secondary_tick_thickness/2.0 ||
			 (1.0-fract(world_vertex.y/secondary_tick_increment)) <= secondary_tick_thickness/2.0 ||
			fract(world_vertex.z/secondary_tick_increment) <= secondary_tick_thickness/2.0 ||
			 (1.0-fract(world_vertex.z/secondary_tick_increment)) <= secondary_tick_thickness/2.0
		){
			color_out=secondary_tick_color.rgb;
		}
		else{
		 // Ground Drawn
		color_out=ground_color.rgb;
		}
	}
	ALBEDO=color_out;
	ALPHA=1.0;
}
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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global vertex snapping with 3dresolution scaling

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