rj-action-library/Runtime/Procedural/Assets/Grass/Windy Grass Shader.gdshader

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// NOTE: Shader automatically converted from Godot Engine 4.3.stable.mono's StandardMaterial3D.
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx;
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Colors.gdshaderinc"
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uniform vec4 albedo : source_color;
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uniform vec4 hslVariation;
uniform float hslVariationUVScale;
uniform vec2 hslVariationUVOffset;
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uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
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varying vec3 albedoColor;
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uniform float albedoToBacklight: hint_range(0.0, 1.0);
uniform vec3 backlight: source_color;
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uniform float roughness : hint_range(0.0, 1.0);
uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable;
uniform float specular : hint_range(0.0, 1.0, 0.01);
uniform float metallic : hint_range(0.0, 1.0, 0.01);
uniform sampler2D texture_normal : hint_roughness_normal, filter_linear_mipmap, repeat_enable;
uniform float normal_scale : hint_range(-16.0, 16.0);
uniform sampler2D texture_ambient_occlusion : hint_default_white, filter_linear_mipmap, repeat_enable;
uniform vec4 ao_texture_channel;
uniform float ao_light_affect : hint_range(0.0, 1.0, 0.01);
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
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uniform bool windEnabled = false;
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uniform float windStrength = 0;
uniform vec2 windSpeed = vec2(1,1);
uniform float windScale = 1;
uniform sampler2D windNoise;
uniform vec2 windNoiseAngleOffset;
uniform vec2 windNoiseStrengthOffset;
uniform float windStart = 0;
uniform float windEnd = 1;
uniform float windWeightCurve:hint_range(0,1) = 0.5f;
uniform float windHeightCompensation :hint_range(0,1) = 0.5f;
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uniform bool obstaclesEnabeld = false;
uniform vec4 obstacle1 = vec4( 0, 0, 0, 0 );
uniform vec4 obstacle2 = vec4( 0, 0, 0, 0 );
uniform vec4 obstacle3 = vec4( 0, 0, 0, 0 );
uniform vec4 obstacle4 = vec4( 0, 0, 0, 0 );
uniform float obstacleDeformation = 1.0;
uniform float obstacleScale = 1.0;
uniform float maxDeformation = 0.3;
uniform float maxYOffset = 0.1;
vec3 deform( vec3 worldPosition, vec4 obstacle )
{
vec3 direction = worldPosition - obstacle.xyz;
float d = length( direction );
float size = obstacle.w * obstacleScale;
if ( d <size && d >= 0.0 )
{
float amount = max( 0, ( size - d ) );
amount = pow( amount, obstacleDeformation );
return worldPosition + normalize( direction ) * amount;
}
return worldPosition;
}
vec3 limitDeform( vec3 originalWorldPosition, vec3 deformedWorldPosition )
{
vec3 direction =originalWorldPosition - deformedWorldPosition;
float d = length( direction );
vec3 outputPosition = deformedWorldPosition;
if ( d > maxDeformation )
{
outputPosition = originalWorldPosition + -normalize( direction ) * maxDeformation;
}
outputPosition.y = clamp( outputPosition.y, originalWorldPosition.y - maxYOffset, originalWorldPosition.y + maxYOffset );
return outputPosition;
}
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void vertex()
{
UV = UV * uv1_scale.xy + uv1_offset.xy;
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vec3 worldVertex = localToWorld( VERTEX, MODEL_MATRIX ).xyz;
vec2 worldUV = worldVertex.xz * hslVariationUVScale;
float hslAmountValue = ( 2.0 * texture( windNoise, mod( worldUV, vec2( 1,1 ) ) ).r - 1.0 );
vec3 albedoHSL = RGBtoHSL( albedo.rgb ) + hslAmountValue * hslVariation.xyz;
//albedoHSL = RGBtoHSL( albedo.rgb );
//albedoHSL.y *= 1.0;
albedoHSL.x = mod( albedoHSL.x, 1 );
albedoHSL = clamp( albedoHSL, vec3( 0,0,0 ), vec3( 1,1,1 ) );
albedoColor = mix( albedo.rgb, HSLtoRGB( albedoHSL ), hslVariation.w );
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if ( windEnabled )
{
float windAmount = normalizeToRange01( VERTEX.y, windStart, windEnd );
float rawWindAmount = windAmount;
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windAmount = mix( windAmount, windAmount * windAmount, windWeightCurve );
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vec2 windUV = TIME * windSpeed + worldVertex.xz * windScale;
float angle = texture( windNoise, windUV + windNoiseAngleOffset).r * PI * 2.0;
float strength = texture( windNoise, windUV + windNoiseStrengthOffset ).r * windStrength;
vec2 circle = onCircle( angle ) * strength;
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vec3 originalWorldVertex = worldVertex;
worldVertex += vec3( circle.x, 0, circle.y ) * windAmount;
// VERTEX = worldToLocal( worldVertex + vec3( circle.x, 0, circle.y ) * windAmount, MODEL_MATRIX );
if ( obstaclesEnabeld )
{
worldVertex = deform( worldVertex, obstacle1 );
worldVertex = deform( worldVertex, obstacle2 );
worldVertex = deform( worldVertex, obstacle3 );
worldVertex = deform( worldVertex, obstacle4 );
worldVertex = limitDeform( originalWorldVertex, worldVertex );
}
VERTEX = worldToLocal( worldVertex, MODEL_MATRIX );
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float minY = min( VERTEX.y, 0 ); // VERTEX.y = mix( VERTEX.y, max( 0, VERTEX.y - strength * windAmount), windHeightCompensation * 2.0f );
VERTEX.y = mix( VERTEX.y, max( minY, VERTEX.y - strength * windAmount), windHeightCompensation * 4.0f );
}
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}
void fragment()
{
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo, base_uv);
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ALBEDO = albedoColor * albedo_tex.rgb;
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BACKLIGHT = ALBEDO * albedoToBacklight + backlight;
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float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel);
METALLIC = metallic_tex * metallic;
SPECULAR = specular;
vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
NORMAL_MAP = texture(texture_normal, base_uv).rgb;
NORMAL_MAP_DEPTH = normal_scale;
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AO = dot(texture(texture_ambient_occlusion, base_uv), ao_texture_channel);
AO_LIGHT_AFFECT = ao_light_affect;
}