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/Transform.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Normals.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc" uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : source_color, filter_linear_mipmap_anisotropic, repeat_enable; uniform ivec2 albedo_texture_size; uniform float roughness : hint_range(0.0, 1.0); uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap_anisotropic, repeat_enable; uniform vec4 metallic_texture_channel; uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap_anisotropic, 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_anisotropic, repeat_enable; uniform float normal_scale : hint_range(-16.0, 16.0); varying vec3 uv1_triplanar_pos; uniform float uv1_blend_sharpness : hint_range(0.0, 150.0, 0.001); varying vec3 uv1_power_normal; uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec2 mapSize = vec2(1024,1024); uniform vec2 mapCenter = vec2(0,0); uniform sampler2D heightMap; uniform float minHeight = 0; uniform float maxHeight = 0; uniform float normalTexelSize = 0.1; uniform float normalHeightSize = 1; varying vec2 heightUV; uniform float snapDistance: hint_range(5.0, 100.0) = 25; void vertex() { vec3 quantizedCam = snapRounded( CAMERA_POSITION_WORLD, snapDistance ); quantizedCam.y = 0.0; VERTEX += quantizedCam; vec3 position3D = localToWorld( VERTEX, MODEL_MATRIX ); vec2 mapOffset = mapCenter - mapSize/2.0; vec2 uv = ( vec2( position3D.x, position3D.z ) - mapOffset ) / mapSize; heightUV = uv; float sampledHeight = textureLod( heightMap, uv, 0 ).r; position3D.y += mix( minHeight, maxHeight, sampledHeight ); VERTEX = worldToLocal( position3D, MODEL_MATRIX ); vec3 normal = MODEL_NORMAL_MATRIX * NORMAL; TANGENT = vec3(0.0, 0.0, -1.0) * abs(normal.x); TANGENT += vec3(1.0, 0.0, 0.0) * abs(normal.y); TANGENT += vec3(1.0, 0.0, 0.0) * abs(normal.z); TANGENT = inverse(MODEL_NORMAL_MATRIX) * normalize(TANGENT); BINORMAL = vec3(0.0, 1.0, 0.0) * abs(normal.x); BINORMAL += vec3(0.0, 0.0, -1.0) * abs(normal.y); BINORMAL += vec3(0.0, 1.0, 0.0) * abs(normal.z); BINORMAL = inverse(MODEL_NORMAL_MATRIX) * normalize(BINORMAL); // UV1 Triplanar: Enabled (with World Triplanar) uv1_power_normal = pow(abs(normal), vec3(uv1_blend_sharpness)); uv1_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz * uv1_scale + uv1_offset; uv1_power_normal /= dot(uv1_power_normal, vec3(1.0)); uv1_triplanar_pos *= vec3(1.0, -1.0, 1.0); } vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) { vec4 samp = vec4(0.0); samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z; samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y; samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x; return samp; } void fragment() { vec4 albedo_tex = triplanar_texture(texture_albedo, uv1_power_normal, uv1_triplanar_pos); ALBEDO = albedo.rgb * albedo_tex.rgb; float metallic_tex = dot(triplanar_texture(texture_metallic, uv1_power_normal, uv1_triplanar_pos), 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(triplanar_texture(texture_roughness, uv1_power_normal, uv1_triplanar_pos), roughness_texture_channel); ROUGHNESS = clamp(roughness_tex * roughness,0,1); vec3 worldNormal = computeNormalFromHeightMap( heightMap, heightUV, normalTexelSize, normalHeightSize ); NORMAL = worldToViewDirection( worldNormal, VIEW_MATRIX ); // Normal Map: Enabled NORMAL_MAP = triplanar_texture(texture_normal, uv1_power_normal, uv1_triplanar_pos).rgb; NORMAL_MAP_DEPTH = normal_scale; }