winter-tales/GameObjects/House/House Wall.gdshader

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// NOTE: Shader automatically converted from Godot Engine 4.5.stable.mono's StandardMaterial3D.
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx;
#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_emission : source_color, hint_default_black, filter_nearest_mipmap_anisotropic, repeat_enable;
uniform vec4 emission : source_color;
uniform float emission_energy : hint_range(0.0, 100.0, 0.01);
uniform sampler2D texture_normal : hint_roughness_normal, filter_nearest_mipmap_anisotropic, repeat_enable;
uniform float normal_scale : hint_range(-16.0, 16.0);
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;
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;
uniform float snowUVFadeOut = 1.0;
uniform float snowUVFadeIn = 0.0;
varying float worldSeedXZ;
global uniform float globalSnowAmount;
varying vec2 snowUV;
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 ) );
vec3 worldPosition = localToWorld( VERTEX, MODEL_MATRIX );
snowUV = vec2( UV.x, mapClamped( worldPosition.y, snowUVFadeIn, snowUVFadeOut, 0.0, 1.0 ) );
}
void fragment()
{
vec2 tSize = vec2( textureSize( texture_albedo, 0 ) );
vec2 quantizedUV = round( snowUV * tSize ) / tSize;
float snowV = mix( 0.0, maxSnowV, globalSnowAmount );
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 = max( snowCoverage, worldNormalAmount );
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 ), 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;
// Normal Map: Enabled
NORMAL_MAP = texture(texture_normal, base_uv).rgb;
NORMAL_MAP_DEPTH = normal_scale;
// Emission: Enabled
vec3 emission_tex = texture(texture_emission, base_uv).rgb;
// Emission Operator: Add
EMISSION = (emission.rgb + emission_tex) * emission_energy;
ALPHA *= albedo.a * albedo_tex.a;
ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;
// Backlight: Enabled
vec3 backlight_tex = texture(texture_backlight, base_uv).rgb;
BACKLIGHT = (backlight.rgb + backlight_tex);
}