winter-tales/GameObjects/Grass/Grass.gdshader

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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/Math.gdshaderinc"
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Wind.gdshaderinc"
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Line3.gdshaderinc"
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/SDF.gdshaderinc"
uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
uniform float albedoToBacklight:hint_range( 0.0, 1.0 ) = 0.2;
uniform float albedoToEmission:hint_range( 0.0, 1.0 ) = 0.2;
uniform float roughness : 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_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;
// [ PLAYER DEFROM ]
group_uniforms playerDeform;
global uniform vec3 playerPosition;
global uniform vec3 smoothedPlayerPosition;
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;
uniform vec3 debugEmissionColor;
varying vec3 debugEmission;
// [ WIND ]
group_uniforms wind;
// Texture for close wind: grass/foliage
global uniform sampler2D rj_GlobalWindNoiseTextureClose;
// Texture for far wind: trees
global uniform sampler2D rj_GlobalWindNoiseTextureFar;
// Windposition close
global uniform vec2 rj_GlobalWindPositionClose;
// Windposition far
global uniform vec2 rj_GlobalWindPositionFar;
// Wind direction for both
global uniform vec2 rj_GlobalWindDirection;
// Wind speed for both
global uniform float rj_GlobalWindSpeed;
// Weights for x: close and y: far
uniform vec2 windWeights = vec2( 0.5, 0.5 );
// Scales the world-vertex based variance
uniform float windSeedSize = 1.0;
// Max xz bending
uniform float windMaxStrength = 0.2;
// Max yaw rotation
uniform float windMaxRotation = 0.1;
// Linear/Inv-Quadratic mapping for the strength
uniform float windStrengthCurve:hint_range( 0.0, 1.0 );
// Influence start in local Y
uniform float windStart = 0.1;
// Influence max in local Y
uniform float windEnd = 2.0;
// Influence mapping over local Y
uniform float windWeightCurve:hint_range( 0.0,1.0 ) = 0.5;
// Ducking in y for amount, strong wind => vertices lower
uniform float windHeightCompensation;
// Normal incluence
uniform float windNormalBending;
// AO influence
uniform float windOcclusionAmount;
varying float vertexWindAO;
//
void vertex()
{
UV = UV * uv1_scale.xy + uv1_offset.xy;
// PLAYER DEFORM
vec3 playerPositionLocal = worldToLocal( playerPosition, MODEL_MATRIX );
vec3 smoothedPlayerPositionLocal = worldToLocal( smoothedPlayerPosition, MODEL_MATRIX );
float distance = sdSegment( VERTEX.xz, playerPositionLocal.xz, smoothedPlayerPositionLocal.xz );
vec3 dir = vec3( 1.0, 0, 0 );
if ( distance != 0.0 )
{
dir = playerPositionLocal - VERTEX;
dir.y = 0.0;
}
dir = normalize( dir );
float amount = mapClamped( distance, 0.0, playerDeformRange, playerDeformAmount, 0 );
amount = clamp01( pow( amount, playerDeformPower ) );
float yAmount = mapClamped( VERTEX.y, playerDeformYStart, playerDeformYMax, 0.0, 1.0 );
debugEmission = amount * yAmount * debugEmissionColor;
VERTEX += dir * - amount * yAmount;
// WIND
float windAO = 0.0;
applyGlobalWind(
MODEL_MATRIX,
VERTEX,
NORMAL,
windAO,
windOcclusionAmount,
rj_GlobalWindNoiseTextureClose,
rj_GlobalWindNoiseTextureFar,
rj_GlobalWindPositionClose,
rj_GlobalWindPositionFar,
rj_GlobalWindDirection,
rj_GlobalWindSpeed,
windWeights,
windSeedSize,
windMaxStrength,
windMaxRotation,
windStrengthCurve,
windStart,
windEnd,
windWeightCurve,
windHeightCompensation,
windNormalBending
);
vertexWindAO = windAO;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo, base_uv);
ALBEDO = albedo.rgb * albedo_tex.rgb;
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;
// Ambient Occlusion: Enabled
AO = dot(texture(texture_ambient_occlusion, base_uv), ao_texture_channel) * vertexWindAO;
AO_LIGHT_AFFECT = ao_light_affect;
BACKLIGHT = ALBEDO * albedoToBacklight;
EMISSION = ALBEDO * albedoToEmission + debugEmission;
}