shader changes that don't do anything
This commit is contained in:
10
assets/materials/walls/test.tres
Normal file
10
assets/materials/walls/test.tres
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
[gd_resource type="VisualShader" format=3 uid="uid://ce18qeqecjf4w"]
|
||||||
|
|
||||||
|
[resource]
|
||||||
|
code = "shader_type spatial;
|
||||||
|
render_mode blend_mix, depth_draw_opaque, depth_test_default, cull_back, diffuse_lambert, specular_schlick_ggx;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
"
|
||||||
|
nodes/fragment/0/position = Vector2(280, 0)
|
||||||
@@ -28,6 +28,7 @@ uniform float heightScale = 1.0;
|
|||||||
|
|
||||||
varying vec3 worldPos;
|
varying vec3 worldPos;
|
||||||
varying vec3 worldNormal;
|
varying vec3 worldNormal;
|
||||||
|
varying vec3 diffuse;
|
||||||
|
|
||||||
|
|
||||||
void vertex() {
|
void vertex() {
|
||||||
@@ -177,12 +178,14 @@ void fragment() {
|
|||||||
// sample and output
|
// sample and output
|
||||||
SPECULAR = specular;
|
SPECULAR = specular;
|
||||||
ALBEDO = triplanarSample(texCoordX, texCoordY, texCoordZ, blend, yDot).rgb;
|
ALBEDO = triplanarSample(texCoordX, texCoordY, texCoordZ, blend, yDot).rgb;
|
||||||
|
diffuse = ALBEDO;
|
||||||
ROUGHNESS = triplanarRoughness(texCoordX, texCoordY, texCoordZ, blend, yDot).r;
|
ROUGHNESS = triplanarRoughness(texCoordX, texCoordY, texCoordZ, blend, yDot).r;
|
||||||
NORMAL = mix(worldNormal, triplanarNormal(yDot, texCoordX, texCoordY, texCoordZ, blend), normalMapStrength);
|
NORMAL = mix(worldNormal, triplanarNormal(yDot, texCoordX, texCoordY, texCoordZ, blend), normalMapStrength);
|
||||||
NORMAL = normalize((VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
|
NORMAL = normalize((VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
|
||||||
}
|
}
|
||||||
|
|
||||||
//void light() {
|
void light() {
|
||||||
// // Called for every pixel for every light affecting the material.
|
float lambert = dot(NORMAL, LIGHT);
|
||||||
// // Uncomment to replace the default light processing function with this one.
|
float halfLambert = pow(lambert*0.5 + 0.5, 2);
|
||||||
//}
|
DIFFUSE_LIGHT = halfLambert * ATTENUATION * LIGHT_COLOR / PI;
|
||||||
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user