#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Colors.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Noise.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Normals.gdshaderinc" uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable; uniform sampler2D texture_albedoNoise : source_color, filter_linear_mipmap, repeat_enable; uniform float albedoNoise : hint_range(0.0, 1.0) = 0; uniform float albedoNoiseOffset : hint_range(-1.0, 1.0) = 0.1 ; uniform float albedoNoiseUVScale : hint_range(0.0, 5.0) = 1.0; uniform float albedoNoiseToRoughness: hint_range(-5.0, 5.0) = 0.1; uniform float roughness : hint_range(0.0, 1.0) = 1.0; uniform float roughnessOffset : hint_range(-1.0, 1.0) = 0.1; uniform float roughnessOverwriteAmount : hint_range(0.0, 1.0) = 0; uniform float roughnessOverwriteValue : hint_range(0.0, 1.0) = 0; uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable; uniform float specular : hint_range(0.0, 1.0, 0.01); uniform sampler2D texture_specular : hint_default_white, filter_linear_mipmap, repeat_enable; uniform sampler2D texture_normal : hint_roughness_normal, filter_linear_mipmap, repeat_enable; uniform float normal_scale : hint_range(0, 16.0) = 1.0; uniform float rim : hint_range(0.0, 1.0, 0.01) = 0.5; uniform float rim_tint : hint_range(0.0, 1.0, 0.01) = 0.85; uniform sampler2D texture_ambient_occlusion : hint_default_white, filter_linear_mipmap, repeat_enable; uniform float ao_light_affect : hint_range(0.0, 1.0, 0.01) = 1.0; uniform sampler2D microNormalTexture : hint_normal, filter_linear_mipmap, repeat_enable; uniform sampler2D microNormalMaskTexture : hint_default_white, filter_linear_mipmap, repeat_enable; uniform float microNormalScale = 1; uniform float subsurface_scattering_strength : hint_range(0.0, 1.0, 0.01) = 1.0; uniform sampler2D texture_subsurface_scattering : hint_default_white, filter_linear_mipmap, repeat_enable; #ifdef USE_TRANSMISSION uniform bool transmissionEnabled = false; uniform vec4 transmittance_color : source_color = vec4( 1,1,1,1); uniform float transmittance_depth : hint_range(0.001, 8.0, 0.001) = 8.0; uniform sampler2D texture_subsurface_transmittance : hint_default_white, filter_linear_mipmap, repeat_enable; uniform float transmittance_boost : hint_range(0.0, 1.0, 0.01) = 0.5; #endif uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; void vertex() { UV = UV * uv1_scale.xy + uv1_offset.xy; UV2 = UV * uv2_scale.xy + uv2_offset.xy; } void fragment() { vec2 base_uv = UV; vec2 base_uv2 = UV2; vec4 albedo_tex = texture(texture_albedo, base_uv); vec4 noise_tex = ( texture(texture_albedoNoise, base_uv * albedoNoiseUVScale) + albedoNoiseOffset ) * albedoNoise; float noiseLuma = ( noise_tex.r + noise_tex.g + noise_tex.b ) / 3.0; ALBEDO = albedo.rgb * albedo_tex.rgb + noise_tex.rgb; float specular_tex = 1.0 - pow( texture(texture_specular, base_uv).r, 2.2 ); SPECULAR = specular * specular_tex; float roughness_tex = texture(texture_roughness, base_uv).r; float roughnessCombined = clamp( roughness_tex * roughness + roughnessOffset + noiseLuma * albedoNoiseToRoughness, 0, 1); roughnessCombined = mix( roughnessCombined, roughnessOverwriteValue, roughnessOverwriteAmount ); ROUGHNESS = roughnessCombined; NORMAL_MAP = texture(texture_normal, base_uv).rgb; NORMAL_MAP_DEPTH = normal_scale; RIM = rim; RIM_TINT = rim_tint; AO = texture(texture_ambient_occlusion, base_uv).r; AO_LIGHT_AFFECT = ao_light_affect; float sss_tex = texture(texture_subsurface_scattering, base_uv).r; SSS_STRENGTH = subsurface_scattering_strength * sss_tex; #ifdef USE_TRANSMISSION float transmittance_tex = texture(texture_subsurface_transmittance, base_uv).r; SSS_TRANSMITTANCE_COLOR = transmittance_color; SSS_TRANSMITTANCE_DEPTH = transmittance_depth; SSS_TRANSMITTANCE_BOOST = transmittance_boost * transmittance_tex; #endif BACKLIGHT = albedo.rgb * albedo_tex.rgb * 0.2; vec4 microNormalSampled = texture( microNormalTexture, base_uv2 ); vec4 microNormalMaskSampled = texture( microNormalMaskTexture, base_uv ); vec3 microNormal = scaleNormalMap( microNormalSampled.rgb, microNormalScale * 1.5 ); NORMAL_MAP = mix( NORMAL_MAP, addNormalMaps( NORMAL_MAP, microNormal ), microNormalScale ); }