170 lines
5.9 KiB
Plaintext
170 lines
5.9 KiB
Plaintext
// NOTE: Shader automatically converted from Godot Engine 4.3.stable.mono's StandardMaterial3D.
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shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx;
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"
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#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Colors.gdshaderinc"
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uniform vec4 albedo : source_color;
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uniform vec4 hslVariation;
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uniform float hslVariationUVScale;
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uniform vec2 hslVariationUVOffset;
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uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
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varying vec3 albedoColor;
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uniform float albedoToBacklight: hint_range(0.0, 1.0);
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uniform vec3 backlight: source_color;
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uniform float roughness : hint_range(0.0, 1.0);
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uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable;
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uniform vec4 metallic_texture_channel;
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uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable;
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uniform float specular : hint_range(0.0, 1.0, 0.01);
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uniform float metallic : hint_range(0.0, 1.0, 0.01);
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uniform sampler2D texture_normal : hint_roughness_normal, filter_linear_mipmap, repeat_enable;
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uniform float normal_scale : hint_range(-16.0, 16.0);
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uniform sampler2D texture_ambient_occlusion : hint_default_white, filter_linear_mipmap, repeat_enable;
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uniform vec4 ao_texture_channel;
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uniform float ao_light_affect : hint_range(0.0, 1.0, 0.01);
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uniform vec3 uv1_scale;
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uniform vec3 uv1_offset;
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uniform bool windEnabled = false;
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uniform float windStrength = 0;
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uniform vec2 windSpeed = vec2(1,1);
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uniform float windScale = 1;
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uniform sampler2D windNoise;
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uniform vec2 windNoiseAngleOffset;
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uniform vec2 windNoiseStrengthOffset;
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uniform float windStart = 0;
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uniform float windEnd = 1;
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uniform float windWeightCurve:hint_range(0,1) = 0.5f;
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uniform float windHeightCompensation :hint_range(0,1) = 0.5f;
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uniform bool obstaclesEnabeld = false;
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uniform vec4 obstacle1 = vec4( 0, 0, 0, 0 );
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uniform vec4 obstacle2 = vec4( 0, 0, 0, 0 );
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uniform vec4 obstacle3 = vec4( 0, 0, 0, 0 );
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uniform vec4 obstacle4 = vec4( 0, 0, 0, 0 );
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uniform float obstacleDeformation = 1.0;
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uniform float obstacleScale = 1.0;
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uniform float maxDeformation = 0.3;
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uniform float maxYOffset = 0.1;
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vec3 deform( vec3 worldPosition, vec4 obstacle )
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{
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vec3 direction = worldPosition - obstacle.xyz;
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float d = length( direction );
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float size = obstacle.w * obstacleScale;
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if ( d <size && d >= 0.0 )
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{
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float amount = max( 0, ( size - d ) );
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amount = pow( amount, obstacleDeformation );
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return worldPosition + normalize( direction ) * amount;
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}
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return worldPosition;
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}
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vec3 limitDeform( vec3 originalWorldPosition, vec3 deformedWorldPosition )
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{
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vec3 direction =originalWorldPosition - deformedWorldPosition;
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float d = length( direction );
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vec3 outputPosition = deformedWorldPosition;
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if ( d > maxDeformation )
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{
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outputPosition = originalWorldPosition + -normalize( direction ) * maxDeformation;
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}
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outputPosition.y = clamp( outputPosition.y, originalWorldPosition.y - maxYOffset, originalWorldPosition.y + maxYOffset );
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return outputPosition;
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}
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void vertex()
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{
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UV = UV * uv1_scale.xy + uv1_offset.xy;
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vec3 worldVertex = localToWorld( VERTEX, MODEL_MATRIX ).xyz;
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vec2 worldUV = worldVertex.xz * hslVariationUVScale;
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float hslAmountValue = ( 2.0 * texture( windNoise, mod( worldUV, vec2( 1,1 ) ) ).r - 1.0 );
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vec3 albedoHSL = RGBtoHSL( albedo.rgb ) + hslAmountValue * hslVariation.xyz;
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//albedoHSL = RGBtoHSL( albedo.rgb );
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//albedoHSL.y *= 1.0;
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albedoHSL.x = mod( albedoHSL.x, 1 );
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albedoHSL = clamp( albedoHSL, vec3( 0,0,0 ), vec3( 1,1,1 ) );
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albedoColor = mix( albedo.rgb, HSLtoRGB( albedoHSL ), hslVariation.w );
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if ( windEnabled )
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{
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float windAmount = normalizeToRange01( VERTEX.y, windStart, windEnd );
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float rawWindAmount = windAmount;
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windAmount = mix( windAmount, windAmount * windAmount, windWeightCurve );
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vec2 windUV = TIME * windSpeed + worldVertex.xz * windScale;
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float angle = texture( windNoise, windUV + windNoiseAngleOffset).r * PI * 2.0;
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float strength = texture( windNoise, windUV + windNoiseStrengthOffset ).r * windStrength;
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vec2 circle = onCircle( angle ) * strength;
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vec3 originalWorldVertex = worldVertex;
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worldVertex += vec3( circle.x, 0, circle.y ) * windAmount;
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// VERTEX = worldToLocal( worldVertex + vec3( circle.x, 0, circle.y ) * windAmount, MODEL_MATRIX );
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if ( obstaclesEnabeld )
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{
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worldVertex = deform( worldVertex, obstacle1 );
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worldVertex = deform( worldVertex, obstacle2 );
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worldVertex = deform( worldVertex, obstacle3 );
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worldVertex = deform( worldVertex, obstacle4 );
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worldVertex = limitDeform( originalWorldVertex, worldVertex );
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}
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VERTEX = worldToLocal( worldVertex, MODEL_MATRIX );
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float minY = min( VERTEX.y, 0 ); // VERTEX.y = mix( VERTEX.y, max( 0, VERTEX.y - strength * windAmount), windHeightCompensation * 2.0f );
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VERTEX.y = mix( VERTEX.y, max( minY, VERTEX.y - strength * windAmount), windHeightCompensation * 4.0f );
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}
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}
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void fragment()
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{
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vec2 base_uv = UV;
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vec4 albedo_tex = texture(texture_albedo, base_uv);
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ALBEDO = albedoColor * albedo_tex.rgb;
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BACKLIGHT = ALBEDO * albedoToBacklight + backlight;
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float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel);
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METALLIC = metallic_tex * metallic;
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SPECULAR = specular;
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vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
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float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);
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ROUGHNESS = roughness_tex * roughness;
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NORMAL_MAP = texture(texture_normal, base_uv).rgb;
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NORMAL_MAP_DEPTH = normal_scale;
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AO = dot(texture(texture_ambient_occlusion, base_uv), ao_texture_channel);
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AO_LIGHT_AFFECT = ao_light_affect;
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}
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