ile-de-test/addons/proton_scatter/demos/assets/materials/leaves.gdshader

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2023-10-05 18:02:23 +00:00
shader_type spatial;
render_mode depth_draw_opaque, cull_disabled;
// Texture settings
uniform sampler2D texture_albedo : hint_default_white, repeat_disable;
uniform sampler2D texture_gradient : hint_default_white;
uniform sampler2D texture_noise : hint_default_white;
uniform float alpha_scissor_threshold : hint_range(0.0, 1.0);
uniform vec4 transmission : source_color;
uniform float total_height = 1.0;
// Wind settings
uniform vec2 wind_direction = vec2(1, -0.5);
uniform float wind_speed = 1.0;
uniform float wind_strength = 2.0;
uniform float noise_scale = 20.0;
varying float color;
varying float height;
void vertex() {
height = VERTEX.y;
vec4 world_pos = MODEL_MATRIX * vec4(VERTEX, 1.0);
vec2 uv = (world_pos.xz + VERTEX.yy) / (noise_scale + 1e-2) ;
vec2 panning_uv = uv + fract(TIME * wind_direction * wind_speed);
float wind = texture(texture_noise, panning_uv).r * 2.0 - 0.4;
color = texture(texture_noise, uv).r;
float wind_influence = smoothstep(0, 1, 1.0 - UV.y);
vec2 wind_offset = -wind_direction * wind_strength * wind_influence * wind;
world_pos.xz += wind_offset;
world_pos.y -= wind * wind_influence * wind_strength * 0.45;
vec4 local_pos = inverse(MODEL_MATRIX) * world_pos;
VERTEX = local_pos.xyz;
//NORMAL = vec3(0.0, 1.0, 0.0);
}
void fragment() {
vec4 tex = texture(texture_albedo, UV);
if (tex.a < alpha_scissor_threshold) {
discard;
}
BACKLIGHT = transmission.rgb;
vec4 gradient = texture(texture_gradient, vec2(height / total_height, 0.0));
ALBEDO = tex.rbg * gradient.rgb;
}