shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx, alpha_to_coverage_and_one; #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Noise.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Light.gdshaderinc" uniform float size = 1; uniform float randomPosition; uniform vec4 albedo : source_color; uniform float rotation : hint_range(0,6.28) = 0; uniform float rotationNoiseAmount = 0; uniform float rotationNoiseScale = 0; uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_disable; uniform sampler2D texture_normals : hint_roughness_normal, filter_linear_mipmap, repeat_disable; uniform float normalBlendAmount: hint_range(0,1) = 0.5; uniform vec3 normalBlendDirection = vec3( 0, 1, 0 ); uniform float roughness: hint_range(0,1) = 1; uniform float metalness: hint_range(0,1) = 1; uniform float specular: hint_range(0,1) = 1; uniform float alpha_scissor_threshold : hint_range(0.0, 1.0, 0.001); uniform float alpha_antialiasing_edge : hint_range(0.0, 1.0, 0.01); uniform ivec2 albedo_texture_size; 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 float yMapStart; uniform float yMapEnd; uniform float yMapNoiseAmount; uniform float yMapNoiseScale; varying float yMapValue; uniform sampler2D texture_yMapGradient : source_color, filter_linear_mipmap, repeat_disable; varying float uvRotation; uniform float discardNoiseScale = 1; uniform float discardThreshold : hint_range(0,1) = 1; varying float discardValue; uniform float fresnelNormalSource : hint_range(0,1) = 0.5; uniform vec4 fresnelColor : source_color; uniform float fresnelSharpness : hint_range(0.001,10) = 1; uniform float fresnelScale = 1; varying float fresnelAmount; varying vec3 originalNormal; uniform float windAmount = 1; uniform vec2 windSpeed = vec2( 0.1, 0.1 ); uniform float windNoiseScale = 1; uniform float windStart = 0; uniform float windEnd = 1; void vertex() { vec4 worldVertex = MODEL_MATRIX *vec4( VERTEX, 1.0 ); float windAngle = perlinPolar( TIME * windSpeed + windNoiseScale * vec2( worldVertex.x, worldVertex.z ) ); float windStrength = perlinPolar( TIME * windSpeed + windNoiseScale * vec2( worldVertex.x, worldVertex.z ) + vec2( 1023.9, 334.90 ) ); vec2 windDirection = onCircle( windAngle * 6.28 ) * windStrength; float yWindAmount = normalizeToRange01( worldVertex.y, windStart, windEnd ) * windAmount; float nrx = perlinPolar( NORMAL.yz + worldVertex.yz ); float nry = perlinPolar( NORMAL.xz + worldVertex.xz ); float nrz = perlinPolar( NORMAL.xy + worldVertex.xy ); float px = perlinPolar( NORMAL.yz ); float pz = perlinPolar( NORMAL.xy ); float filter = perlin( vec2( px, pz ) * discardNoiseScale ); discardValue = filter; vec3 worldOffset = billboardWorldOffset( UV, INV_VIEW_MATRIX, MODEL_MATRIX ); vec3 originalVertex = VERTEX; VERTEX = VERTEX + worldOffset * size + vec3( nrx, nry, nrz ) * randomPosition; VERTEX = VERTEX + yWindAmount * vec3( windDirection.x, 0, windDirection.y ); vec3 vertexNormal = originalVertex; vertexNormal.y = 0.0; vertexNormal = normalize( vertexNormal ); vec3 normal = mix( NORMAL, vertexNormal, fresnelNormalSource ); vec3 worldNormal = normalize( MODEL_NORMAL_MATRIX * normal ); vec3 camDir = normalize( CAMERA_DIRECTION_WORLD ); fresnelAmount = fresnel( camDir, worldNormal, fresnelSharpness ) * fresnelScale; originalNormal = normalize( (vec4( localToWorldDirection( NORMAL, MODEL_MATRIX ), 1.0 ) * INV_VIEW_MATRIX ).xyz); NORMAL = normalize( mix( NORMAL, normalBlendDirection, normalBlendAmount ) ); float random = perlinPolar( vec2( worldVertex.x, worldVertex.z ) * yMapNoiseScale ); uvRotation = rotation + rotationNoiseAmount * perlinPolar( vec2( worldVertex.x + worldVertex.y, worldVertex.z - worldVertex.y) * rotationNoiseScale ); uvRotation = mod( uvRotation, 6.28); float y = worldVertex.y + yMapNoiseAmount * random; yMapValue = normalizeToRange01( y, yMapEnd, yMapStart ); // rotatedUV = rotateAround_v2( UV, mod( rotation + random2 * rotationNoiseAmount, PI * 2.0 ), vec2( 0.5, 0.5 ) ); } void fragment() { if ( discardValue > discardThreshold ) { discard; } vec2 uv = rotateAround_v2( UV, uvRotation, vec2( 0.5, 0.5 ) ); vec4 albedo_tex = texture( texture_albedo, uv ); vec4 normalColor = texture( texture_normals, uv ); vec4 yGradient = texture( texture_yMapGradient, vec2( 0, yMapValue ) ); ALBEDO = albedo.rgb * albedo_tex.rgb * yGradient.rgb + fresnelColor.rgb * fresnelAmount; NORMAL_MAP = normalColor.rgb; ALPHA *= albedo.a * albedo_tex.a; ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold; ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge; ALPHA_TEXTURE_COORDINATE = UV * vec2( albedo_texture_size ); METALLIC = metalness; ROUGHNESS = roughness; SPECULAR = specular; AO = dot(texture( texture_ambient_occlusion, UV ), ao_texture_channel ); AO_LIGHT_AFFECT = ao_light_affect; }