90 lines
No EOL
3.1 KiB
Text
90 lines
No EOL
3.1 KiB
Text
// Source: https://godotshaders.com/shader/toon-water-shader/
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shader_type spatial;
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const float SMOOTHSTEP_AA = 0.01;
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uniform sampler2D surfaceNoise;
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uniform sampler2D distortNoise;
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uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap;
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uniform float beer_factor = 0.8;
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uniform float foam_distance = 0.01;
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uniform float foam_max_distance = 0.4;
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uniform float foam_min_distance = 0.04;
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uniform vec4 foam_color: source_color = vec4(1.0);
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uniform vec2 surface_noise_tiling = vec2(1.0, 4.0);
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uniform vec3 surface_noise_scroll = vec3(0.03, 0.03, 0.0);
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uniform float surface_noise_cutoff: hint_range(0, 1) = 0.777;
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uniform float surface_distortion_amount: hint_range(0, 1) = 0.27;
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uniform vec4 _DepthGradientShallow: source_color = vec4(0.325, 0.807, 0.971, 0.725);
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uniform vec4 _DepthGradientDeep: source_color = vec4(0.086, 0.407, 1, 0.749);
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uniform float _DepthMaxDistance: hint_range(0, 1) = 1.0;
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uniform float _DepthFactor = 1.0;
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uniform float roughness = 0.25;
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uniform float specular = 0.75;
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varying vec2 noiseUV;
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varying vec2 distortUV;
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varying vec3 viewNormal;
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vec4 alphaBlend(vec4 top, vec4 bottom)
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{
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vec3 color = (top.rgb * top.a) + (bottom.rgb * (1.0 - top.a));
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float alpha = top.a + bottom.a * (1.0 - top.a);
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return vec4(color, alpha);
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}
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void vertex() {
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viewNormal = (MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
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noiseUV = UV * surface_noise_tiling;
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distortUV = UV;
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}
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void fragment(){
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// https://www.youtube.com/watch?v=Jq3he9Lbj7M
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float depthVal = texture(DEPTH_TEXTURE, SCREEN_UV).r;
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float depth = PROJECTION_MATRIX[3][2] / (depthVal + PROJECTION_MATRIX[2][2]);
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depth = depth + VERTEX.z;
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depth = exp(-depth * beer_factor);
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depth = 1.0 - depth;
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// Still unsure how to get properly the NORMAL from the camera
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// This was generated by ChatGPT xD
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vec4 view_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, depthVal, 1.0);
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view_pos /= view_pos.w;
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vec3 existingNormal = normalize(cross( dFdx(view_pos.xyz), dFdy(view_pos.xyz)));
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float normalDot = clamp(dot(existingNormal.xyz, viewNormal), 0.0, 1.0);
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float foamDistance = mix(foam_max_distance, foam_min_distance, normalDot);
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float foamDepth = clamp(depth / foamDistance, 0.0, 1.0);
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float surfaceNoiseCutoff = foamDepth * surface_noise_cutoff;
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vec4 distortNoiseSample = texture(distortNoise, distortUV);
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vec2 distortAmount = (distortNoiseSample.xy * 2.0 -1.0) * surface_distortion_amount;
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vec2 noise_uv = vec2(
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(noiseUV.x + TIME * surface_noise_scroll.x) + distortAmount.x ,
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(noiseUV.y + TIME * surface_noise_scroll.y + distortAmount.y)
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);
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float surfaceNoiseSample = texture(surfaceNoise, noise_uv).r;
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float surfaceNoiseAmount = smoothstep(surfaceNoiseCutoff - SMOOTHSTEP_AA, surfaceNoiseCutoff + SMOOTHSTEP_AA, surfaceNoiseSample);
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float waterDepth = clamp(depth / _DepthMaxDistance, 0.0, 1.0) * _DepthFactor;
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vec4 waterColor = mix(_DepthGradientShallow, _DepthGradientDeep, waterDepth);
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vec4 surfaceNoiseColor = foam_color;
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surfaceNoiseColor.a *= surfaceNoiseAmount;
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vec4 color = alphaBlend(surfaceNoiseColor, waterColor);
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ALBEDO = color.rgb;
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ALPHA = color.a;
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ROUGHNESS = roughness;
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SPECULAR = specular;
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} |