rj-action-library/Runtime/Shading/Shaders/Baking/DepthMap.gdshader

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shader_type spatial;
render_mode unshaded;
#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 vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
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 float centerDistance = 100;
uniform float rangeDistance = 50;
void vertex()
{
}
void fragment()
{
vec4 albedo_tex = texture( texture_albedo, UV);
vec3 worldPosition = ( INV_VIEW_MATRIX * vec4( VERTEX, 1.0 ) ).xyz;
float worldDistance = length( worldPosition - CAMERA_POSITION_WORLD );
float range = rangeDistance / 2.0;
float value = normalizeToRange01( worldDistance,
centerDistance - range, centerDistance + range
);
ALBEDO = vec3( 1, 1, 1 ) * value;
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);
}