// NOTE: Shader automatically converted from Godot Engine 4.5.stable.mono's StandardMaterial3D. shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx; #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Normals.gdshaderinc" uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable; uniform ivec2 albedo_texture_size; uniform float roughness : hint_range(0.0, 1.0); uniform float roughnessSnow : hint_range(0.0, 1.0); uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable; uniform vec4 metallic_texture_channel; uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, 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_normal : hint_roughness_normal, filter_linear_mipmap, repeat_enable; uniform float normal_scale : hint_range(-16.0, 16.0); uniform sampler2D texture_ambient_occlusion : hint_default_white, filter_linear_mipmap, repeat_enable; uniform vec4 ao_texture_channel; uniform float ao_light_affect : hint_range(0.0, 1.0, 0.01); uniform vec3 uv1_scale; uniform vec3 uv1_offset; global uniform float globalSnowAmount; uniform float snowFadeIn = 0; uniform float snowMax = 0.5; uniform float snowTestOffset = 0; uniform float snowLayerMax = 0.2; uniform float snowLayerMin = -0.1; uniform float snowLayerUVScale = 1.0; uniform float snowOcclusionAmount = 1.0; uniform float snowNormalSize = 1.0; uniform float snowNormalStrength = 1.0; uniform float snowNormalAmount:hint_range( 0.0, 1.0 ) = 1.0; varying vec3 snowNormal; varying float snowOcclusion; uniform sampler2D noiseTexture; uniform float noiseScale; uniform vec2 noiseOffset; uniform float noiseAmount; varying vec2 noiseUV; void vertex() { UV = UV * uv1_scale.xy + uv1_offset.xy; vec3 worldVertex = localToWorld( VERTEX, MODEL_MATRIX ); noiseUV = worldVertex.xz / noiseScale + noiseOffset; vec2 snowLayerUV = worldVertex.xz / snowLayerUVScale; float snowLayerNoise = textureLod( noiseTexture, snowLayerUV, 0 ).r; VERTEX.y += mix( snowLayerMin, snowLayerMax, snowLayerNoise ) * globalSnowAmount; snowNormal = computeNormalFromHeightMap( noiseTexture, snowLayerUV, snowNormalSize, snowNormalStrength ); snowOcclusion = clamp01( mix( 1.0, snowLayerNoise, snowOcclusionAmount * globalSnowAmount ) ); } void fragment() { vec2 base_uv = UV; float snowCoverage = mapClamped( globalSnowAmount + snowTestOffset, snowFadeIn, snowMax, 0.0, 1.0 ); vec4 noise = texture( noiseTexture, noiseUV ); vec4 albedo_tex = texture(texture_albedo, base_uv); ALBEDO = albedo.rgb * albedo_tex.rgb; float nAmount = noiseAmount * mapClamped( globalSnowAmount, 0.0, 0.2, 0.0, 1.0 ) ; ALBEDO = mix( ALBEDO, vec3( 1.0 ), clamp01( snowCoverage + noise.r * nAmount ) ); 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); float ro = mix( roughness, roughnessSnow, clamp01( globalSnowAmount ) ); ROUGHNESS = roughness_tex * ro; // Normal Map: Enabled NORMAL_MAP = mix( texture(texture_normal, base_uv).rgb, snowNormal, snowNormalAmount ); NORMAL_MAP_DEPTH = normal_scale; // Ambient Occlusion: Enabled AO = dot(texture(texture_ambient_occlusion, base_uv), ao_texture_channel); AO *= snowOcclusion; AO_LIGHT_AFFECT = ao_light_affect; }