From c46f5c0c7e2a5e754cbb7d7be5373007dd066e10 Mon Sep 17 00:00:00 2001 From: yannk Date: Tue, 12 Apr 2022 19:19:40 +0200 Subject: [PATCH] Adding Samayun dynamic positionning - Thanks to Simon Rodriguez technique : http://blog.simonrodriguez.fr/articles/2015/06/un_ciel_dans_le_shader.html --- maps/basic_setup.tscn | 139 +++++++++++++++++++++++++++++++++++++++++- 1 file changed, 136 insertions(+), 3 deletions(-) diff --git a/maps/basic_setup.tscn b/maps/basic_setup.tscn index 651e0d6..5bcfa87 100644 --- a/maps/basic_setup.tscn +++ b/maps/basic_setup.tscn @@ -1,6 +1,7 @@ -[gd_scene load_steps=20 format=3 uid="uid://b8p2h0rmwy7qn"] +[gd_scene load_steps=22 format=3 uid="uid://b8p2h0rmwy7qn"] [ext_resource type="Material" uid="uid://dpegsmygxcfmv" path="res://maps/materials/basic_ground.material" id="1_lodye"] +[ext_resource type="Texture2D" uid="uid://b5jer2nm17ld" path="res://maps/textures/samayun_tex_001.png" id="1_thm7k"] [ext_resource type="PackedScene" uid="uid://cveshwnu272vf" path="res://maps/objects/ramp-complex.tscn" id="2_4eueh"] [ext_resource type="PackedScene" uid="uid://omess6wwwwcq" path="res://maps/objects/ramp-moving.tscn" id="3_bvbgo"] [ext_resource type="PackedScene" uid="uid://dvsl8x3lb1h4e" path="res://maps/objects/moutain.tscn" id="3_rbp35"] @@ -15,10 +16,142 @@ [ext_resource type="PackedScene" uid="uid://bfo13c5k8xu0x" path="res://maps/natural_ground.tscn" id="12_r7x73"] [ext_resource type="PackedScene" uid="uid://mdsxnqsijdqv" path="res://maps/dispensaire_01.tscn" id="13_ald41"] -[sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_615c2"] +[sub_resource type="Shader" id="Shader_av6ac"] +code = " +// NOTE: Shader automatically converted from Godot Engine 4.0.alpha5's PhysicalSkyMaterial. + +shader_type sky; + +uniform float rayleigh : hint_range(0, 64) = 2.0; +uniform vec4 rayleigh_color : hint_color = vec4(0.3, 0.405, 0.6, 1.0); +uniform float mie : hint_range(0, 1) = 0.005; +uniform float mie_eccentricity : hint_range(-1, 1) = 0.8; +uniform vec4 mie_color : hint_color = vec4(0.69, 0.729, 0.812, 1.0); + +uniform float turbidity : hint_range(0, 1000) = 10.0; +uniform float sun_disk_scale : hint_range(0, 360) = 1.0; +uniform vec4 ground_color : hint_color = vec4(0.1, 0.07, 0.034, 1.0); +uniform float exposure : hint_range(0, 128) = 0.1; +uniform float dither_strength : hint_range(0, 10) = 1.0; + +uniform sampler2D night_sky : hint_black_albedo; + +uniform sampler2D samayun : hint_albedo; +uniform float samayun_scale : hint_range(0, 1.0) = 0.25; +uniform vec3 samayun_position = vec3( 0.0, 0.5, 0.0 ); + +const vec3 UP = vec3( 0.0, 1.0, 0.0 ); + +// Sun constants +const float SUN_ENERGY = 1000.0; + +// Optical length at zenith for molecules. +const float rayleigh_zenith_size = 8.4e3; +const float mie_zenith_size = 1.25e3; + +float henyey_greenstein(float cos_theta, float g) { + const float k = 0.0795774715459; + return k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5)); +} + +// From: https://www.shadertoy.com/view/4sfGzS credit to iq +float hash(vec3 p) { + p = fract( p * 0.3183099 + 0.1 ); + p *= 17.0; + return fract(p.x * p.y * p.z * (p.x + p.y + p.z)); +} + + + +void sky() { + if (LIGHT0_ENABLED) { + float zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 ); + float sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * SUN_ENERGY * LIGHT0_ENERGY; + float sun_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0); + + // Rayleigh coefficients. + float rayleigh_coefficient = rayleigh - ( 1.0 * ( 1.0 - sun_fade ) ); + vec3 rayleigh_beta = rayleigh_coefficient * rayleigh_color.rgb * 0.0001; + // mie coefficients from Preetham + vec3 mie_beta = turbidity * mie * mie_color.rgb * 0.000434; + + // Optical length. + float zenith = acos(max(0.0, dot(UP, EYEDIR))); + float optical_mass = 1.0 / (cos(zenith) + 0.15 * pow(93.885 - degrees(zenith), -1.253)); + float rayleigh_scatter = rayleigh_zenith_size * optical_mass; + float mie_scatter = mie_zenith_size * optical_mass; + + // Light extinction based on thickness of atmosphere. + vec3 extinction = exp(-(rayleigh_beta * rayleigh_scatter + mie_beta * mie_scatter)); + + // In scattering. + float cos_theta = dot(EYEDIR, normalize(LIGHT0_DIRECTION)); + + float rayleigh_phase = (3.0 / (16.0 * PI)) * (1.0 + pow(cos_theta * 0.5 + 0.5, 2.0)); + vec3 betaRTheta = rayleigh_beta * rayleigh_phase; + + float mie_phase = henyey_greenstein(cos_theta, mie_eccentricity); + vec3 betaMTheta = mie_beta * mie_phase; + + vec3 Lin = pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * (1.0 - extinction), vec3(1.5)); + // Hack from https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Sky.js + Lin *= mix(vec3(1.0), pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * extinction, vec3(0.5)), clamp(pow(1.0 - zenith_angle, 5.0), 0.0, 1.0)); + + // Hack in the ground color. + Lin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR))); + + // Solar disk and out-scattering. + float sunAngularDiameterCos = cos(LIGHT0_SIZE * sun_disk_scale); + float sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale*0.5); + float sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta); + vec3 L0 = (sun_energy * 1900.0 * extinction) * sundisk * LIGHT0_COLOR; + L0 += texture(night_sky, SKY_COORDS).xyz * extinction; + + vec3 color = (Lin + L0) * 0.04; + COLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade)))); + COLOR *= exposure; + // Make optional, eliminates banding. + COLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.016 * dither_strength; + } else { + // There is no sun, so display night_sky and nothing else. + COLOR = texture(night_sky, SKY_COORDS).xyz * 0.04; + COLOR *= exposure; + } +// vec2 samayun_uv = uv_moon(samayun_position, samayun_scale, SKY_COORDS); +// COLOR += texture(samayun, samayun_uv).rgb; + if (length(EYEDIR - normalize(samayun_position)) < 0.5 ) { // we are in the area of the sky where samayun is placed + //We define a local plane tangent to the skydome at samayun_position + //We work with everything normalized + vec3 n1 = normalize(cross(samayun_position,vec3(0,1,0))); + vec3 n2 = normalize(cross(samayun_position,n1)); + //We project EYEDIR on this plane + float x = dot(EYEDIR,n1) ; + float y = dot(EYEDIR,n2) ; + + COLOR += texture(samayun, vec2(x,y)+vec2(0.5)).rgb; + //COLOR = mix(COLOR, texture(samayun, vec2(x,y)+vec2(0.5)).rgb, clamp (samayun_position.y, 0.0, 1.0)) ; + } +} +" + +[sub_resource type="ShaderMaterial" id="ShaderMaterial_s2q0l"] +shader = SubResource( "Shader_av6ac" ) +shader_param/rayleigh = 2.0 +shader_param/rayleigh_color = Color(0.3, 0.405, 0.6, 1) +shader_param/mie = 0.005 +shader_param/mie_eccentricity = 0.8 +shader_param/mie_color = Color(0.69, 0.729, 0.812, 1) +shader_param/turbidity = 10.0 +shader_param/sun_disk_scale = 1.0 +shader_param/ground_color = Color(0.1, 0.07, 0.034, 1) +shader_param/exposure = 0.1 +shader_param/dither_strength = 1.0 +shader_param/samayun_scale = 0.201 +shader_param/samayun_position = Vector3(0.226, 0.161, 0.065) +shader_param/samayun = ExtResource( "1_thm7k" ) [sub_resource type="Sky" id="Sky_fa16p"] -sky_material = SubResource( "PhysicalSkyMaterial_615c2" ) +sky_material = SubResource( "ShaderMaterial_s2q0l" ) [sub_resource type="Environment" id="Environment_n5kgx"] background_mode = 2