shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx, sss_mode_skin; #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc" uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : source_color, filter_nearest_mipmap_anisotropic, repeat_enable; uniform float alpha_scissor_threshold : hint_range(0.0, 1.0, 0.001); uniform ivec2 albedo_texture_size; uniform float point_size : hint_range(0.1, 128.0, 0.1); uniform float roughness : hint_range(0.0, 1.0); uniform sampler2D texture_metallic : hint_default_white, filter_nearest_mipmap_anisotropic, repeat_enable; uniform vec4 metallic_texture_channel; uniform sampler2D texture_roughness : hint_roughness_r, filter_nearest_mipmap_anisotropic, repeat_enable; uniform float specular : hint_range(0.0, 1.0, 0.01); uniform float metallic : hint_range(0.0, 1.0, 0.01); uniform sampler2D texture_ambient_occlusion : hint_default_white, filter_nearest_mipmap_anisotropic, repeat_enable; uniform vec4 ao_texture_channel; uniform float ao_light_affect : hint_range(0.0, 1.0, 0.01); uniform float subsurface_scattering_strength : hint_range(0.0, 1.0, 0.01); uniform sampler2D texture_subsurface_scattering : hint_default_white, filter_nearest_mipmap_anisotropic, repeat_enable; uniform vec4 transmittance_color : source_color; uniform float transmittance_depth : hint_range(0.001, 8.0, 0.001); uniform sampler2D texture_subsurface_transmittance : hint_default_white, filter_nearest_mipmap_anisotropic, repeat_enable; uniform float transmittance_boost : hint_range(0.0, 1.0, 0.01); uniform vec4 backlight : source_color; uniform sampler2D texture_backlight : hint_default_black, filter_nearest_mipmap_anisotropic, repeat_enable; uniform vec3 uv1_scale; uniform vec3 uv1_offset; // [ SNOW ] group_uniforms snow; uniform float maxSnowV = 0.8; uniform float topSnowOpacity = 1; uniform float bottomSnowOpacity = 0; uniform float snowWaveFrequency = 2; uniform float snowWaveFrequencySeedAmount = 7; uniform float snowWaveAmount = 0; uniform float snowWaveSeedStrength = 1; global uniform float globalSnowAmount; // [ VARIANCE ] group_uniforms variance; varying float worldSeedXZ; uniform float rotationZ = 0; uniform float rotationZSeed = 0; varying float combinedRotationZ; // [ PLAYER DEFROM ] group_uniforms playerDeform; global uniform vec3 playerPosition; uniform float playerDeformRange = 2.0; uniform float playerDeformAmount = 0.5; uniform float playerDeformPower:hint_range( 0.25, 4 ) = 1; uniform float playerDeformYStart = 0.2; uniform float playerDeformYMax = 1; void vertex() { UV = UV * uv1_scale.xy + uv1_offset.xy; worldSeedXZ = fract( 123.94444 * fract( NODE_POSITION_WORLD.x * 42130.323 ) + 3.35 * fract( NODE_POSITION_WORLD.z * 13435.124 ) ); // PLAYER DEFORM vec3 localPlayerPosition = worldToLocal( playerPosition, MODEL_MATRIX ); localPlayerPosition.y = 0.0; float positionLength = length( localPlayerPosition ); if ( positionLength == 0.0 ) { localPlayerPosition = vec3( 0.0001, 0, 0 ); } vec3 dir = normalize( localPlayerPosition ); float amount = mapClamped( positionLength, 0.0, playerDeformRange, playerDeformAmount, 0 ); amount = clamp01( pow( amount, playerDeformPower ) ); float yAmount = mapClamped( VERTEX.y, playerDeformYStart, playerDeformYMax, 0.0, 1.0 ); VERTEX += dir * - amount * yAmount; // Billboard Mode: Enabled MODELVIEW_MATRIX = VIEW_MATRIX * mat4( MAIN_CAM_INV_VIEW_MATRIX[0], MAIN_CAM_INV_VIEW_MATRIX[1], MAIN_CAM_INV_VIEW_MATRIX[2], MODEL_MATRIX[3]); // Billboard Keep Scale: Enabled MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4( vec4( length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0 ), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0) ); combinedRotationZ = rotationZ + ( worldSeedXZ * 2.0 - 1.0 ) * rotationZSeed; combinedRotationZ = combinedRotationZ / 180.0 * PI; MODELVIEW_MATRIX = MODELVIEW_MATRIX * rotationZ_m4( combinedRotationZ ); MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX); } void fragment() { vec2 tSize = vec2( textureSize( texture_albedo, 0 ) ); vec2 quantizedUV = round( rotateAround_v2( UV, -combinedRotationZ, vec2( 0.5, 0.5 ) ) * tSize ) / tSize; float snowV = mix( 0.0, maxSnowV, globalSnowAmount ); //float vOffset = sin( quantizedUV.x * snowWaveFrequency + worldSeedXZ * snowWaveSeedStrength ) * snowWaveAmount; float vOffset = sin( quantizedUV.x * ( snowWaveFrequency + ( worldSeedXZ * 2.0 - 1.0 ) * snowWaveFrequencySeedAmount ) + worldSeedXZ * snowWaveSeedStrength ) * snowWaveAmount; float inSnow = mapClamped( quantizedUV.y + vOffset, 0.0, snowV, 1.0, 0.0 ); float snowCoverage = mix( bottomSnowOpacity, topSnowOpacity, inSnow ); snowCoverage = clamp01( snowCoverage ); snowCoverage *= mapClamped( globalSnowAmount, 0, 0.4, 0, 1.0 ); vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo, base_uv); ALBEDO = albedo.rgb * albedo_tex.rgb; ALBEDO = mix( ALBEDO, vec3( 1.0 ), snowCoverage ); float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel); METALLIC = metallic_tex * metallic; SPECULAR = specular; vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0); float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel); ROUGHNESS = roughness_tex * roughness; ALPHA *= albedo.a * albedo_tex.a; ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold; // Ambient Occlusion: Enabled AO = dot(texture(texture_ambient_occlusion, base_uv), ao_texture_channel); AO_LIGHT_AFFECT = ao_light_affect; // Subsurface Scattering: Enabled float sss_tex = texture(texture_subsurface_scattering, base_uv).r; SSS_STRENGTH = subsurface_scattering_strength * sss_tex; // Subsurface Scattering Transmittance: Enabled vec4 trans_color_tex = texture(texture_subsurface_transmittance, base_uv); SSS_TRANSMITTANCE_COLOR = transmittance_color * trans_color_tex; SSS_TRANSMITTANCE_DEPTH = transmittance_depth; SSS_TRANSMITTANCE_BOOST = transmittance_boost; // Backlight: Enabled vec3 backlight_tex = texture(texture_backlight, base_uv).rgb; BACKLIGHT = (backlight.rgb + backlight_tex); }