183 lines
7.8 KiB
GLSL
183 lines
7.8 KiB
GLSL
/*
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Realistic Water Shader for GODOT 3.1.1
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Copyright (c) 2019 UnionBytes, Achim Menzel (alias AiYori)
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Permission is hereby granted, free of charge, to any person obtaining a copy of this
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software and associated documentation files (the "Software"), to deal in the Software
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without restriction, including without limitation the rights to use, copy, modify,
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merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
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permit persons to whom the Software is furnished to do so, subject to the following
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conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
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PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
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LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
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OR OTHER DEALINGS IN THE SOFTWARE.
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-- UnionBytes <https://www.unionbytes.de/>
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-- YouTube: <https://www.youtube.com/user/UnionBytes>
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*/
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// For this shader min. GODOT 3.1.1 is required, because 3.1 has a depth buffer bug!
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shader_type spatial;
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render_mode cull_back,diffuse_burley,specular_schlick_ggx, blend_mix;
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// Wave settings:
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uniform float wave_speed = 0.5; // Speed scale for the waves
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uniform vec4 wave_a = vec4(1.0, 1.0, 0.35, 3.0); // xy = Direction, z = Steepness, w = Length
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uniform vec4 wave_b = vec4(1.0, 0.6, 0.30, 1.55); // xy = Direction, z = Steepness, w = Length
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uniform vec4 wave_c = vec4(1.0, 1.3, 0.25, 0.9); // xy = Direction, z = Steepness, w = Length
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// Surface settings:
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uniform vec2 sampler_scale = vec2(0.25, 0.25); // Scale for the sampler
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uniform vec2 sampler_direction= vec2(0.05, 0.04); // Direction and speed for the sampler offset
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uniform sampler2D uv_sampler : hint_aniso; // UV motion sampler for shifting the normalmap
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uniform vec2 uv_sampler_scale = vec2(0.25, 0.25); // UV sampler scale
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uniform float uv_sampler_strength = 0.04; // UV shifting strength
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uniform sampler2D normalmap_a_sampler : hint_normal; // Normalmap sampler A
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uniform sampler2D normalmap_b_sampler : hint_normal; // Normalmap sampler B
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uniform sampler2D foam_sampler : hint_black; // Foam sampler
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uniform float foam_level = 0.5; // Foam level -> distance from the object (0.0 - 0.5)
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// Volume settings:
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uniform float refraction = 0.075; // Refraction of the water
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uniform vec4 color_deep : hint_color; // Color for deep places in the water, medium to dark blue
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uniform vec4 color_shallow : hint_color; // Color for lower places in the water, bright blue - green
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uniform float beers_law = 2.0; // Beers law value, regulates the blending size to the deep water level
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uniform float depth_offset = -0.75; // Offset for the blending
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// Projector for the water caustics:
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uniform mat4 projector; // Projector matrix, mostly the matric of the sun / directlight
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uniform sampler2DArray caustic_sampler : hint_black; // Caustic sampler, (Texture array with 16 Textures for the animation)
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// Vertex -> Fragment:
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varying float vertex_height; // Height of the water surface
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varying vec3 vertex_normal; // Vertex normal -> Needed for refraction calculation
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varying vec3 vertex_binormal; // Vertex binormal -> Needed for refraction calculation
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varying vec3 vertex_tangent; // Vertex tangent -> Needed for refraction calculation
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varying mat4 inv_mvp; // Inverse ModelViewProjection matrix -> Needed for caustic projection
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// Wave function:
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vec4 wave(vec4 parameter, vec2 position, float time, inout vec3 tangent, inout vec3 binormal)
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{
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float wave_steepness = parameter.z;
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float wave_length = parameter.w;
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float k = 2.0 * 3.14159265359 / wave_length;
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float c = sqrt(9.8 / k);
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vec2 d = normalize(parameter.xy);
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float f = k * (dot(d, position) - c * time);
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float a = wave_steepness / k;
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tangent += normalize(vec3(1.0-d.x * d.x * (wave_steepness * sin(f)), d.x * (wave_steepness * cos(f)), -d.x * d.y * (wave_steepness * sin(f))));
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binormal += normalize(vec3(-d.x * d.y * (wave_steepness * sin(f)), d.y * (wave_steepness * cos(f)), 1.0-d.y * d.y * (wave_steepness * sin(f))));
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return vec4(d.x * (a * cos(f)), a * sin(f) * 0.25, d.y * (a * cos(f)), 0.0);
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}
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// Vertex shader:
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void vertex()
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{
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float time = TIME * wave_speed;
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vec4 vertex = vec4(VERTEX, 1.0);
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vec3 vertex_position = (WORLD_MATRIX * vertex).xyz;
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vertex_tangent = vec3(0.0, 0.0, 0.0);
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vertex_binormal = vec3(0.0, 0.0, 0.0);
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vertex += wave(wave_a, vertex_position.xz, time, vertex_tangent, vertex_binormal);
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vertex += wave(wave_b, vertex_position.xz, time, vertex_tangent, vertex_binormal);
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vertex += wave(wave_c, vertex_position.xz, time, vertex_tangent, vertex_binormal);
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vertex_position = vertex.xyz;
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vertex_height = (PROJECTION_MATRIX * MODELVIEW_MATRIX * vertex).z;
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TANGENT = vertex_tangent;
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BINORMAL = vertex_binormal;
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vertex_normal = normalize(cross(vertex_binormal, vertex_tangent));
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NORMAL = vertex_normal;
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UV = vertex.xz * sampler_scale;
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VERTEX = vertex.xyz;
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inv_mvp = inverse(PROJECTION_MATRIX * MODELVIEW_MATRIX);
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}
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// Fragment shader:
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void fragment()
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{
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// Calculation of the UV with the UV motion sampler
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vec2 uv_offset = sampler_direction * TIME;
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vec2 uv_sampler_uv = UV * uv_sampler_scale + uv_offset;
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vec2 uv_sampler_uv_offset = uv_sampler_strength * texture(uv_sampler, uv_sampler_uv).rg * 2.0 - 1.0;
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vec2 uv = UV + uv_sampler_uv_offset;
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// Normalmap:
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vec3 normalmap = texture(normalmap_a_sampler, uv - uv_offset*2.0).rgb * 0.75; // 75 % sampler A
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normalmap += texture(normalmap_b_sampler, uv + uv_offset).rgb * 0.25; // 25 % sampler B
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// Refraction UV:
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vec3 ref_normalmap = normalmap * 2.0 - 1.0;
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ref_normalmap = normalize(vertex_tangent*ref_normalmap.x + vertex_binormal*ref_normalmap.y + vertex_normal*ref_normalmap.z);
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vec2 ref_uv = SCREEN_UV + (ref_normalmap.xy * refraction) / vertex_height;
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// Ground depth:
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float depth_raw = texture(DEPTH_TEXTURE, ref_uv).r * 2.0 - 1.0;
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float depth = PROJECTION_MATRIX[3][2] / (depth_raw + PROJECTION_MATRIX[2][2]);
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float depth_blend = exp((depth+VERTEX.z + depth_offset) * -beers_law);
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depth_blend = clamp(1.0-depth_blend, 0.0, 1.0);
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float depth_blend_pow = clamp(pow(depth_blend, 2.5), 0.0, 1.0);
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// Ground color:
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vec3 screen_color = textureLod(SCREEN_TEXTURE, ref_uv, depth_blend_pow * 2.5).rgb;
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vec3 dye_color = mix(color_shallow.rgb, color_deep.rgb, depth_blend_pow);
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vec3 color = mix(screen_color*dye_color, dye_color*0.25, depth_blend_pow*0.5);
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// Caustic screen projection
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vec4 caustic_screenPos = vec4(ref_uv*2.0-1.0, depth_raw, 1.0);
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vec4 caustic_localPos = inv_mvp * caustic_screenPos;
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caustic_localPos = vec4(caustic_localPos.xyz/caustic_localPos.w, caustic_localPos.w);
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vec2 caustic_Uv = caustic_localPos.xz / vec2(1024.0) + 0.5;
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vec4 caustic_color = texture(caustic_sampler, vec3(caustic_Uv*300.0, mod(TIME*14.0, 16.0)));
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color *= 1.0 + pow(caustic_color.r, 1.50) * (1.0-depth_blend) * 6.0;
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// Foam:
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if(depth + VERTEX.z < foam_level && depth > vertex_height-0.1)
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{
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float foam_noise = clamp(pow(texture(foam_sampler, (uv*4.0) - uv_offset).r, 10.0)*40.0, 0.0, 0.2);
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float foam_mix = clamp(pow((1.0-(depth + VERTEX.z) + foam_noise), 8.0) * foam_noise * 0.4, 0.0, 1.0);
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color = mix(color, vec3(1.0), foam_mix);
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}
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// Set all values:
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ALBEDO = color;
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METALLIC = 0.1;
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ROUGHNESS = 0.2;
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SPECULAR = 0.2 + depth_blend_pow * 0.4;
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NORMALMAP = normalmap;
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NORMALMAP_DEPTH = 1.25;
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}
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