Files
MovementTests/assets/materials/walls/walls.gdshader

192 lines
6.7 KiB
Plaintext

shader_type spatial;
uniform float blendSharpness;
uniform float specular = 0.0;
uniform vec4 albedoTint : source_color = vec4(1.0);
uniform float roughnessMultiplier = 1.0;
uniform vec4 floorAlbedoTint : source_color = vec4(1.0);
uniform float floorRoughnessMultiplier = 1.0;
uniform sampler2D textureMap : source_color;
uniform sampler2D roughnessMap : hint_roughness_gray;
uniform sampler2D normalMap : hint_normal;
uniform sampler2D heightMap : hint_default_white;
uniform float normalMapStrength : hint_range(0, 1) = 1.0;
uniform float uvScale = 1.0;
uniform bool enableFloor = false;
uniform sampler2D floorTextureMap : source_color;
uniform sampler2D floorRoughnessMap : hint_roughness_gray;
uniform sampler2D floorNormalMap : hint_normal;
uniform sampler2D floorHeightMap : hint_default_white;
uniform float floorUvScale = 1.0;
uniform bool enablePom = true;
uniform int heightMinLayers = 8;
uniform int heightMaxLayers = 64;
uniform float heightScale = 1.0;
varying vec3 worldPos;
varying vec3 worldNormal;
varying vec3 diffuse;
void vertex() {
// Transform the vertex position to world space
worldPos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
// Transform the vertex normal to world space
worldNormal = normalize((MODEL_MATRIX * vec4(NORMAL, 0.0)).xyz);
}
// TODO conditionals...
vec2 scaleUV(float yDot, vec2 uv) {
return uv * (enableFloor && yDot > 0.0 ? floorUvScale : uvScale);
}
// TODO conditionals...
vec4 sampleColor(float yDot, vec2 uv) {
return enableFloor && yDot > 0.0 ? texture(floorTextureMap, uv)*floorAlbedoTint : texture(textureMap, uv)*albedoTint;
}
// TODO conditionals...
vec4 sampleRoughness(float yDot, vec2 uv) {
return enableFloor && yDot > 0.0 ? texture(floorRoughnessMap, uv)*floorRoughnessMultiplier : texture(roughnessMap, uv)*roughnessMultiplier;
}
// TODO conditionals...
vec4 sampleHeight(float yDot, vec2 uv) {
return enableFloor && yDot > 0.0 ? texture(floorHeightMap, uv) : texture(heightMap, uv);
}
// TODO conditionals...
vec4 sampleNormal(float yDot, vec2 uv) {
return enableFloor && yDot > 0.0 ? texture(floorNormalMap, uv) : texture(normalMap, uv);
}
vec4 triplanarSample(vec2 uvX, vec2 uvY, vec2 uvZ, vec3 blend, float yDot) {
// Sample the texture using the calculated texture coordinates
vec4 texColorX = texture(textureMap, uvX);
vec4 texColorY = sampleColor(yDot, uvY);
vec4 texColorZ = texture(textureMap, uvZ);
// Blend the samples together
return texColorX * blend.x
+ texColorY * blend.y
+ texColorZ * blend.z;
}
vec4 triplanarRoughness(vec2 uvX, vec2 uvY, vec2 uvZ, vec3 blend, float yDot) {
// Sample the texture using the calculated texture coordinates
vec4 texColorX = texture(textureMap, uvX);
vec4 texColorY = sampleRoughness(yDot, uvY);
vec4 texColorZ = texture(textureMap, uvZ);
// Blend the samples together
return texColorX * blend.x
+ texColorY * blend.y
+ texColorZ * blend.z;
}
// The simplest appoach suggested in the goat's article:
// https://bgolus.medium.com/normal-mapping-for-a-triplanar-shader-10bf39dca05a
vec3 triplanarNormal(float yDot, vec2 uvX, vec2 uvY, vec2 uvZ, vec3 blend) {
// Tangent space normal maps
vec3 tnormalX = texture(normalMap, uvX).rgb;
vec3 tnormalY = sampleNormal(yDot, uvY).rgb;
vec3 tnormalZ = texture(normalMap, uvZ).rgb;
// Get the sign (-1 or 1) of the surface normal
vec3 axisSign = sign(worldNormal);
// Flip tangent normal z to account for surface normal facing
tnormalX.z *= axisSign.x;
tnormalY.z *= axisSign.y;
tnormalZ.z *= axisSign.z;
// Swizzle tangent normals to match world orientation and triblend
return normalize(
tnormalX.zyx * blend.x +
tnormalY.xzy * blend.y +
tnormalZ.xyz * blend.z
);
}
// Adapted from the tutorial. Changed to accept a viewDir which represents each plane.
// https://www.youtube.com/watch?v=LrnE5f3h2SU
vec2 pomUV(float yDot, vec2 m_base_uv, vec3 viewDir) {
float viewDot = dot(viewDir, vec3(1, 0, 0));
float minLayers = float(min(heightMinLayers, heightMaxLayers));
float maxLayers = float(max(heightMinLayers, heightMaxLayers));
float numLayers = mix(maxLayers, minLayers, abs(viewDot));
numLayers = clamp(numLayers, minLayers, maxLayers);
float layerDepth = 1.0f / numLayers;
vec2 uvOffset = viewDir.xy * heightScale / numLayers;
// tracks how "deep" we are on each iteration
float currentLayerDepth = 0.0;
// tracks how deep the heightmap; adjusted on each iteration as UVs shift
float depthMapValue = 1.0 - sampleHeight(yDot, m_base_uv).r;
// loop until the current layer is deeper than the heightmap (hit)
// the 100 iteration cap is because I'm paranoid
for (int i = 0; i < 100 && currentLayerDepth < depthMapValue; i++) {
m_base_uv -= uvOffset;
depthMapValue = 1.0 - sampleHeight(yDot, m_base_uv).r;
currentLayerDepth += layerDepth;
}
// occlusion (interpolate with prev value)
vec2 prevUV = m_base_uv + uvOffset;
float afterDepth = depthMapValue - currentLayerDepth;
float beforeDepth = 1.0 - sampleHeight(yDot, prevUV).r - currentLayerDepth + layerDepth;
float weight = afterDepth / (afterDepth - beforeDepth);
m_base_uv = prevUV * weight + m_base_uv * (1.0 - weight);
return m_base_uv;
}
void fragment() {
// Calculate blending
float yDot = dot(worldNormal, vec3(0.0, 1.0, 0.0));
vec3 blend = vec3(
smoothstep(blendSharpness, 1.0, abs(dot(worldNormal, vec3(1.0, 0.0, 0.0)))),
smoothstep(blendSharpness, 1.0, abs(yDot)),
smoothstep(blendSharpness, 1.0, abs(dot(worldNormal, vec3(0.0, 0.0, 1.0))))
);
// view dir will be swizzled to match coordinates
vec3 viewDir = normalize(CAMERA_POSITION_WORLD - worldPos);
// Calculate texture coordinates
vec2 texCoordX = worldPos.zy * uvScale;
vec2 texCoordY = scaleUV(yDot, worldPos.zx);
vec2 texCoordZ = worldPos.xy * uvScale;
// TODO conditionals...
if (enablePom) {
texCoordX = pomUV(yDot, texCoordX, viewDir.zyx);
texCoordY = pomUV(yDot, texCoordY, viewDir.zxy);
texCoordZ = pomUV(yDot, texCoordZ, viewDir.xyz);
}
// sample and output
SPECULAR = specular;
ALBEDO = triplanarSample(texCoordX, texCoordY, texCoordZ, blend, yDot).rgb;
diffuse = ALBEDO;
ROUGHNESS = triplanarRoughness(texCoordX, texCoordY, texCoordZ, blend, yDot).r;
NORMAL = mix(worldNormal, triplanarNormal(yDot, texCoordX, texCoordY, texCoordZ, blend), normalMapStrength);
NORMAL = normalize((VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
}
void light() {
float lambert = clamp(dot(NORMAL, LIGHT), 0.0, 1.0);
float halfLambert = pow(lambert*0.5 + 0.5, 5);
DIFFUSE_LIGHT += halfLambert * ATTENUATION * LIGHT_COLOR / PI;
}