rj-action-library/External/Imposter/materials/normal_baker.gdshader

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shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color;
uniform sampler2D normal_texture : source_color;
uniform bool use_normalmap = false;
uniform bool use_alpha_texture = false;
uniform float roughness : hint_range(0,1);
uniform float alpha_scissor_threshold : hint_range(0,1);
uniform float normal_scale : hint_range(-5,5);
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
vec4 normal_tex = texture(normal_texture,base_uv);
// 0.5 + -1.0 == -1.0 + 0.5
//ALBEDO = vec3(1.0 - NORMAL.y, 1.0 - NORMAL.x, - NORMAL.z)* 0.5;
if(use_normalmap)
{
vec3 normalmap;
normalmap.xy = normal_tex.xy * 2.0 - 1.0;
normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy)));
NORMAL = normalize(mix(NORMAL, TANGENT * normalmap.x + BINORMAL * normalmap.y + NORMAL * normalmap.z, normal_scale));
}
ALBEDO = vec3(-NORMAL.x, NORMAL.y, -NORMAL.z) * 0.5 + 0.5;
if(use_alpha_texture)
{
ALPHA = albedo_tex.a;
ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;
}
}