2025-01-19 20:35:51 +00:00
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shader_type spatial;
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render_mode blend_mix, world_vertex_coords, depth_draw_opaque, cull_front, diffuse_burley, specular_schlick_ggx, unshaded;
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Noise.gdshaderinc"
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uniform vec4 albedo : source_color;
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uniform float size:hint_range(0,10) = 2;
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uniform float sizeCloseScale : hint_range(0,10) = 1;
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uniform float sizeFarScale : hint_range(0,10) = 0.5;
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uniform float closeDistance = 20;
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uniform float farDistance = 40;
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uniform float opacityModulationStrength : hint_range(0,1) = 0.2;
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uniform float opacityModulationDuration : hint_range(0,10) = 1;
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uniform float scanLineAmount : hint_range(0,1) = 1;
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uniform float scanLineDivisions = 50;
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uniform float scanLineSpeed = 2;
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varying vec4 appliedColor;
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2025-01-21 20:58:56 +00:00
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void vertex()
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2025-01-19 20:35:51 +00:00
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{
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float cameraDistance = distance( VERTEX, CAMERA_POSITION_WORLD );
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float outlineSize = size * mapClamped( cameraDistance, closeDistance, farDistance, sizeCloseScale, sizeFarScale );
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VERTEX += NORMAL * outlineSize/500.0 * cameraDistance;
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2025-01-21 20:58:56 +00:00
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float sinTime = sin( mod( TIME, opacityModulationDuration ) / opacityModulationDuration * PI * 2.0 ) / 2.0;
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2025-01-19 20:35:51 +00:00
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float alpha = 1.0 - opacityModulationStrength * 0.5 + sinTime * opacityModulationStrength;
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2025-01-21 20:58:56 +00:00
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2025-01-19 20:35:51 +00:00
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appliedColor = albedo;
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2025-01-21 20:58:56 +00:00
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appliedColor.a *= alpha;
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2025-01-19 20:35:51 +00:00
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}
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void fragment()
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{
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vec2 sceenUV = SCREEN_UV;
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float scanline = mix( 1, mod( sceenUV.y * scanLineDivisions - TIME * scanLineSpeed, 1.0 ), scanLineAmount );
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2025-01-21 20:58:56 +00:00
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2025-01-19 20:35:51 +00:00
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ALBEDO = appliedColor.rgb;
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ALPHA = appliedColor.a * scanline;
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}
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