godot-third-person-basic-scene/maps/shaders/micro_vegetation_aa.gdshader

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// NOTE: Shader automatically converted from Godot Engine 4.0.alpha6's StandardMaterial3D.
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx,depth_prepass_alpha;
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uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable;
uniform float point_size : hint_range(0,128);
uniform float roughness : hint_range(0,1);
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uniform sampler2D texture_metallic : hint_default_white,filter_linear_mipmap,repeat_enable;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_roughness_g,filter_linear_mipmap,repeat_enable;
uniform vec4 roughness_texture_channel;
uniform float alpha_scissor_threshold : hint_range(0.0, 1.0);
uniform float specular;
uniform float metallic;
uniform sampler2D texture_normal : hint_roughness_normal,filter_linear_mipmap,repeat_enable;
uniform float normal_scale : hint_range(-16,16);
// Wind settings.
uniform float speed = 1.0;
uniform float minStrength : hint_range(0.0, 1.0);
uniform float maxStrength : hint_range(0.0, 1.0);
uniform float interval = 3.5;
uniform float detail = 1.0;
uniform float distortion : hint_range(0.0, 1.0);
uniform vec2 direction = vec2(1.0, 0.0);
uniform float heightOffset = 0.0;
// UV Uniforms must be after other uniforms because there is a bug with vec3.
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
vec3 getWind(mat4 worldMatrix, vec3 vertex, float timer){
vec4 pos = worldMatrix * mix(vec4(1.0), vec4(vertex, 1.0), distortion);
float time = timer * speed + pos.x + pos.z;
float diff = pow(maxStrength - minStrength, 2);
float strength = clamp(minStrength + diff + sin(time / interval) * diff, minStrength, maxStrength);
float wind = (sin(time) + cos(time * detail)) * strength * max(0.0, vertex.y - heightOffset);
vec2 dir = normalize(direction);
return vec3(wind * dir.x, 0.0, wind * dir.y);
}
void vertex() {
vec4 worldPos = INV_VIEW_MATRIX * vec4(VERTEX, 1.0);
worldPos.xyz += getWind(MODEL_MATRIX, VERTEX, TIME);
VERTEX = (VIEW_MATRIX * worldPos).xyz;
NORMAL = (MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
UV = UV * uv1_scale.xy + uv1_offset.xy;
}
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;
float roughness_tex = dot(texture(texture_roughness,base_uv), roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
SPECULAR = specular;
ALPHA = albedo.a * albedo_tex.a;
ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;
}