rj-action-library/Runtime/Shading/Shaders/Depth/DepthDistanceAlpha.gdshader

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// NOTE: Shader automatically converted from Godot Engine 4.4.stable.mono's StandardMaterial3D.
shader_type spatial;
render_mode blend_mix, depth_draw_never, cull_back, diffuse_burley, specular_schlick_ggx, depth_test_disabled;
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Depth.gdshaderinc"
uniform vec4 albedo : source_color;
uniform sampler2D albedoTexture : source_color, filter_linear_mipmap, repeat_enable;
uniform sampler2D opacityTexture : source_color, filter_linear_mipmap, repeat_enable;
uniform sampler2D depthTexture: hint_depth_texture;
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform bool checkVisible = false;
uniform float visibilityDistance = 1;
uniform float visibilityDistanceScale = 0.01;
void vertex()
{
UV = UV * uv1_scale.xy + uv1_offset.xy;
}
void fragment()
{
vec3 viewPosition = VERTEX;
bool visible = isVisibleAt( depthTexture, viewPosition, PROJECTION_MATRIX, INV_PROJECTION_MATRIX );
if ( checkVisible && ! visible )
{
discard;
}
vec3 depthViewPosition = getDepthViewPositionAtViewPosition( depthTexture, viewPosition, PROJECTION_MATRIX, INV_PROJECTION_MATRIX );
float dist = length( depthViewPosition - viewPosition );
float dVis = 1.0 - clamp( dist / ( visibilityDistance * visibilityDistanceScale ), 0, 1 );
vec4 sampledAlbedo = texture( albedoTexture, UV );
vec4 sampledOpacity = texture( opacityTexture, UV );
ALBEDO = albedo.rgb * sampledAlbedo.rgb;
ALPHA *= albedo.a * sampledAlbedo.a * sampledOpacity.r * dVis;
}