winter-tales/GameObjects/Foliage/Foliage-Shader-Highlight.gd...

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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_never, cull_back, unshaded;
#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 vec3 uv1_scale;
uniform vec3 uv1_offset;
// [ VARIANCE ]
group_uniforms variance;
varying float worldSeedXZ;
uniform float rotationZ = 0;
uniform float rotationZSeed = 0;
varying float combinedRotationZ;
uniform float maskScale = 1.0;
uniform float uniScale = 1.0;
// [ 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;
varying vec2 maskUV;
void vertex()
{
UV = UV * uv1_scale.xy + uv1_offset.xy;
maskUV = ( UV -vec2(0.5 ) ) * maskScale + vec2( 0.5 );
//maskUV = clamp01( maskUV );
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) * uniScale, 0.0, 0.0, 0.0
),
vec4(0.0, length(MODEL_MATRIX[1].xyz) * uniScale, 0.0, 0.0),
vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz) * uniScale, 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 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo, base_uv);
vec4 mask_tex = texture(texture_albedo, maskUV);
float maskedAlpha = albedo_tex.a - mask_tex.a;
if ( maskedAlpha < alpha_scissor_threshold )
{
discard;
}
ALBEDO = albedo.rgb;
ALPHA *= albedo.a * albedo_tex.a;
}