Adding a saved shader with basic wind animation
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maps/shaders/micro_vegetation_aa.gdshader
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65
maps/shaders/micro_vegetation_aa.gdshader
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// NOTE: Shader automatically converted from Godot Engine 4.0.alpha6's StandardMaterial3D.
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shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx,depth_prepass_alpha;
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uniform vec4 albedo : hint_color;
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uniform sampler2D texture_albedo : hint_albedo,filter_linear_mipmap,repeat_enable;
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uniform float point_size : hint_range(0,128);
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uniform float roughness : hint_range(0,1);
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uniform sampler2D texture_metallic : hint_white,filter_linear_mipmap,repeat_enable;
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uniform vec4 metallic_texture_channel;
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uniform sampler2D texture_roughness : hint_roughness_g,filter_linear_mipmap,repeat_enable;
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uniform vec4 roughness_texture_channel;
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uniform float alpha_scissor_threshold : hint_range(0.0, 1.0);
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uniform float specular;
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uniform float metallic;
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uniform sampler2D texture_normal : hint_roughness_normal,filter_linear_mipmap,repeat_enable;
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uniform float normal_scale : hint_range(-16,16);
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// Wind settings.
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uniform float speed = 1.0;
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uniform float minStrength : hint_range(0.0, 1.0);
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uniform float maxStrength : hint_range(0.0, 1.0);
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uniform float interval = 3.5;
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uniform float detail = 1.0;
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uniform float distortion : hint_range(0.0, 1.0);
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uniform vec2 direction = vec2(1.0, 0.0);
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uniform float heightOffset = 0.0;
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// UV Uniforms must be after other uniforms because there is a bug with vec3.
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uniform vec3 uv1_scale;
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uniform vec3 uv1_offset;
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uniform vec3 uv2_scale;
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uniform vec3 uv2_offset;
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vec3 getWind(mat4 worldMatrix, vec3 vertex, float timer){
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vec4 pos = worldMatrix * mix(vec4(1.0), vec4(vertex, 1.0), distortion);
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float time = timer * speed + pos.x + pos.z;
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float diff = pow(maxStrength - minStrength, 2);
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float strength = clamp(minStrength + diff + sin(time / interval) * diff, minStrength, maxStrength);
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float wind = (sin(time) + cos(time * detail)) * strength * max(0.0, vertex.y - heightOffset);
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vec2 dir = normalize(direction);
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return vec3(wind * dir.x, 0.0, wind * dir.y);
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}
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void vertex() {
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vec4 worldPos = INV_VIEW_MATRIX * vec4(VERTEX, 1.0);
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worldPos.xyz += getWind(MODEL_MATRIX, VERTEX, TIME);
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VERTEX = (VIEW_MATRIX * worldPos).xyz;
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NORMAL = (MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
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UV = UV * uv1_scale.xy + uv1_offset.xy;
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}
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void fragment() {
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vec2 base_uv = UV;
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vec4 albedo_tex = texture(texture_albedo, base_uv);
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ALBEDO = albedo.rgb * albedo_tex.rgb;
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float metallic_tex = dot(texture(texture_metallic,base_uv), metallic_texture_channel);
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METALLIC = metallic_tex * metallic;
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float roughness_tex = dot(texture(texture_roughness,base_uv), roughness_texture_channel);
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ROUGHNESS = roughness_tex * roughness;
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SPECULAR = specular;
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ALPHA = albedo.a * albedo_tex.a;
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ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;
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}
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