EDIT amelioration du shader de terrain.

This commit is contained in:
osquallo 2020-03-30 12:31:39 +02:00
parent 71bbdf4c0c
commit c71b983694
7 changed files with 87 additions and 32 deletions

View file

@ -1,20 +1,29 @@
shader_type spatial; shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx; render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color; uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo; uniform sampler2D texture_grass : hint_albedo;
uniform sampler2D texture_grass_2 : hint_albedo; uniform sampler2D texture_grass_height : hint_white;
uniform sampler2D texture_albedo_2 : hint_albedo; uniform sampler2D texture_dirt : hint_albedo;
uniform sampler2D texture_albedo_hsv : hint_white; uniform sampler2D texture_dirt_height : hint_black;
uniform sampler2D texture_hsv_mask : hint_white;
uniform sampler2D texture_hsv2_mask : hint_white;
uniform sampler2D texture_albedo_mix : hint_black; uniform sampler2D texture_albedo_mix : hint_black;
uniform sampler2D texture_mix_gradiant : hint_black;
uniform sampler2D texture_mix_border : hint_black;
uniform sampler2D texture_albedo_mix2 : hint_black;
uniform float specular; uniform float specular;
uniform float metallic; uniform float metallic;
uniform float roughness : hint_range(0,1); uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128); uniform float point_size : hint_range(0,128);
uniform sampler2D texture_roughness : hint_white; uniform sampler2D texture_roughness : hint_white;
uniform sampler2D texture_roughness_dirt : hint_white;
uniform vec4 roughness_texture_channel; uniform vec4 roughness_texture_channel;
uniform sampler2D texture_normal : hint_normal; uniform sampler2D texture_normal : hint_normal;
uniform sampler2D texture_normal_dirt : hint_normal;
uniform float normal_scale : hint_range(-16,16); uniform float normal_scale : hint_range(-16,16);
uniform sampler2D texture_ambient_occlusion : hint_white; uniform sampler2D texture_ambient_occlusion : hint_white;
uniform sampler2D texture_ambient_occlusion_dirt : hint_white;
uniform vec4 ao_texture_channel; uniform vec4 ao_texture_channel;
uniform float ao_light_affect; uniform float ao_light_affect;
uniform vec3 uv1_scale; uniform vec3 uv1_scale;
@ -24,13 +33,12 @@ uniform vec3 uv2_offset;
uniform vec3 hsv; uniform vec3 hsv;
uniform float grass_level = 1.0; uniform float grass_level = 1.0;
uniform float angle = 0.0;
varying vec2 base_uv; varying vec2 base_uv;
varying vec2 rotated_uv; varying vec2 rotated_uv;
varying vec2 rotated_uv_mask; varying vec2 rotated_uv_mask;
vec2 rotateUVmatrinx(vec2 uv, vec2 pivot, float rotation) vec2 rotateUVmatrinx(vec2 uv, vec2 pivot, float rotation)
{ {
mat2 rotation_matrix=mat2( vec2(sin(rotation),-cos(rotation)), mat2 rotation_matrix=mat2( vec2(sin(rotation),-cos(rotation)),
@ -71,44 +79,91 @@ vec3 hsv2rgb(vec3 c)
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
} }
void vertex() {
void vertex()
{
base_uv=UV*uv1_scale.xy+uv1_offset.xy; base_uv=UV*uv1_scale.xy+uv1_offset.xy;
rotated_uv = rotateUVmatrinx(base_uv, vec2(0.5), (VERTEX.x)); rotated_uv = rotateUVmatrinx(base_uv, vec2(0.5), (angle));
rotated_uv = base_uv; // rotated_uv = base_uv;
rotated_uv_mask = rotateUVmatrinx(UV, vec2(0.5), (VERTEX.x)); rotated_uv_mask = rotateUVmatrinx(UV, vec2(0.5), (angle));
rotated_uv_mask = UV; // rotated_uv_mask = UV;
} }
void fragment() { void fragment()
{
// vec2 base_uv = UV; // vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,rotated_uv); vec4 grass_tex = texture(texture_grass,base_uv);
vec4 grass_2_tex = texture(texture_grass_2,rotated_uv); vec4 grass_height_tex = texture(texture_grass_height,base_uv);
vec4 albedo_2_tex = texture(texture_albedo_2,rotated_uv); vec4 dirt_tex = texture(texture_dirt,base_uv);
vec4 albedo_hsv_tex = texture(texture_albedo_hsv,rotated_uv_mask); vec4 dirt_height_tex = texture(texture_dirt_height,base_uv);
vec4 albedo_mix_tex = texture(texture_albedo_mix,rotated_uv_mask); vec4 dirt_height_hsv_tex = texture(texture_dirt_height,rotated_uv_mask);
ALBEDO = albedo.rgb * albedo_tex.rgb; vec4 hsv_mask_tex = texture(texture_hsv_mask,UV);
vec4 hsv2_mask_tex = texture(texture_hsv2_mask,UV*vec2(5.0,5.0));
// ALBEDO = mix( ALBEDO, grass_2_tex.rgb, 0.5 ); vec4 albedo_mix_tex = texture(texture_albedo_mix,UV);
vec4 mix_gradiant_tex = texture(texture_mix_gradiant,vec2( albedo_mix_tex.r, albedo_mix_tex.r ));
vec4 albedo_mix_tex_low = texture(texture_albedo_mix,UV*vec2(5.0,5.0));
vec4 mix_gradiant_low_tex = texture(texture_mix_gradiant,vec2( albedo_mix_tex_low.r, albedo_mix_tex_low.r ));
vec4 mix_gradiant_border = texture(texture_mix_border,vec2( albedo_mix_tex_low.r, albedo_mix_tex_low.r ));
vec4 albedo_mix_tex2 = texture(texture_albedo_mix2,base_uv);
vec4 mix_gradiant2_tex = texture(texture_mix_gradiant,vec2( albedo_mix_tex2.r, albedo_mix_tex2.r ));
ALBEDO = albedo.rgb * grass_tex.rgb;
vec3 hsv_albedo = rgb2hsv(ALBEDO); vec3 hsv_albedo = rgb2hsv(ALBEDO);
vec3 hsv_mask = rgb2hsv( albedo_hsv_tex.rgb ); vec3 hsv_mask = rgb2hsv( hsv_mask_tex.rgb );
hsv_albedo.x = hsv_mask.x; vec3 hsv2_mask = rgb2hsv( hsv2_mask_tex.rgb );
hsv_albedo.y = hsv_mask.y; hsv_albedo.x *= hsv.x;
hsv_albedo.z *= hsv_mask.z; hsv_albedo.y = hsv.y;
hsv_albedo.z *= hsv.z * (hsv_mask.z * hsv2_mask.z*2.0);
ALBEDO = hsv2rgb( hsv_albedo ); ALBEDO = hsv2rgb( hsv_albedo );
ALBEDO = mix( ALBEDO, albedo_2_tex.rgb, min( 1.0, max(-1.0, albedo_mix_tex.r-grass_level)) );
vec4 mix_mix = mix( mix_gradiant_tex, mix_gradiant2_tex, 0.5 );
float mix_level = clamp( mix_gradiant_tex.r*mix_gradiant_border.r-grass_level, 0.0, 1.0 );
// if ( grass_height_tex.r > 0.5 )
// {
//// mix_level = 0.0;
// }
// else
// {
// mix_level = 1.0;
// }
if ( mix_level > 0.0 && mix_level < 1.0 )
{
if ( grass_height_tex.r < dirt_height_tex.r )
{
mix_level = 1.0;
}
else
{
mix_level = 0.0;
}
}
mix_level *= mix_level;
mix_level *= mix_level;
mix_level *= mix_level;
vec3 hsv_dirt = rgb2hsv(dirt_tex.rgb);
vec3 hsv_dirt_height = rgb2hsv(dirt_height_hsv_tex.rgb);
hsv_dirt.y = hsv.y*hsv_mask.z;
hsv_dirt.z *= hsv.z*hsv_mask.z;
dirt_tex.rgb = hsv2rgb( hsv_dirt );
ALBEDO = mix( ALBEDO, dirt_tex.rgb, mix_level );
METALLIC = metallic; METALLIC = metallic;
float roughness_tex = dot(texture(texture_roughness,rotated_uv),roughness_texture_channel); vec4 final_roughness = mix( texture(texture_roughness,base_uv),texture(texture_roughness_dirt,base_uv), mix_level );
ROUGHNESS = roughness_tex * roughness; ROUGHNESS = dot(final_roughness, roughness_texture_channel) * roughness;
SPECULAR = specular; SPECULAR = specular;
NORMALMAP = texture(texture_normal,rotated_uv).rgb; vec4 final_normal = mix( texture(texture_normal,base_uv), texture(texture_normal_dirt,base_uv), mix_level );
NORMALMAP = final_normal.rgb;
NORMALMAP_DEPTH = normal_scale; NORMALMAP_DEPTH = normal_scale;
AO = dot(texture(texture_ambient_occlusion,rotated_uv),ao_texture_channel); vec4 final_ao = mix( texture(texture_ambient_occlusion,base_uv), texture(texture_ambient_occlusion_dirt,base_uv), mix_level );
AO_LIGHT_AFFECT = ao_light_affect; AO = dot(final_ao,ao_texture_channel);
AO_LIGHT_AFFECT = ao_light_affect;
} }

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@ -25,8 +25,8 @@ noise = SubResource( 1 )
[sub_resource type="ShaderMaterial" id=3] [sub_resource type="ShaderMaterial" id=3]
resource_local_to_scene = true resource_local_to_scene = true
shader = ExtResource( 5 ) shader = ExtResource( 5 )
shader_param/iTime = 92.0443 shader_param/iTime = 3.93876
shader_param/iFrame = 3942 shader_param/iFrame = 307
shader_param/COVERAGE = 0.5 shader_param/COVERAGE = 0.5
shader_param/THICKNESS = 25.0 shader_param/THICKNESS = 25.0
shader_param/ABSORPTION = 1.031 shader_param/ABSORPTION = 1.031