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