heightmap terrain for experiment
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60
experimente/felox/terrainshader.gdshader
Normal file
60
experimente/felox/terrainshader.gdshader
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// NOTE: Shader automatically converted from Godot Engine 4.2.2.stable's StandardMaterial3D.
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shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
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uniform vec4 albedo : source_color;
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uniform sampler2D texture_albedo : source_color,filter_nearest_mipmap_anisotropic,repeat_enable;
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uniform sampler2D texture_albedo2 : source_color,filter_nearest_mipmap_anisotropic,repeat_enable;
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uniform float point_size : hint_range(0,128);
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uniform float roughness : hint_range(0,1);
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varying vec3 uv1_triplanar_pos;
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uniform float uv1_blend_sharpness;
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varying vec3 uv1_power_normal;
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uniform vec3 uv1_scale;
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uniform vec3 uv1_offset;
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uniform vec3 uv2_scale;
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uniform vec3 uv2_offset;
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varying float normal_y;
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uniform float min_rock_slope:hint_range(0.0, 1.0, 0.1);
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uniform float max_ice_slope:hint_range(0.0, 1.0, 0.1);
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void vertex() {
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vec3 normal = NORMAL;
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TANGENT = vec3(0.0,0.0,-1.0) * abs(normal.x);
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TANGENT+= vec3(1.0,0.0,0.0) * abs(normal.y);
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TANGENT+= vec3(1.0,0.0,0.0) * abs(normal.z);
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TANGENT = normalize(TANGENT);
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BINORMAL = vec3(0.0,1.0,0.0) * abs(normal.x);
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BINORMAL+= vec3(0.0,0.0,-1.0) * abs(normal.y);
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BINORMAL+= vec3(0.0,1.0,0.0) * abs(normal.z);
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BINORMAL = normalize(BINORMAL);
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uv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));
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uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;
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uv1_power_normal/=dot(uv1_power_normal,vec3(1.0));
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uv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);
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normal_y = normal.y;
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}
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vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_triplanar_pos) {
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vec4 samp=vec4(0.0);
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samp+= texture(p_sampler,p_triplanar_pos.xy) * p_weights.z;
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samp+= texture(p_sampler,p_triplanar_pos.xz) * p_weights.y;
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samp+= texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x;
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return samp;
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}
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void fragment() {
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float rock_ice_weight = normal_y;
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rock_ice_weight = max(min_rock_slope, rock_ice_weight);
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rock_ice_weight = min(max_ice_slope, rock_ice_weight);
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rock_ice_weight -= min_rock_slope;
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rock_ice_weight /= max_ice_slope - min_rock_slope;
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vec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_triplanar_pos);
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vec4 albedo_tex2 = triplanar_texture(texture_albedo2,uv1_power_normal,uv1_triplanar_pos);
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ALBEDO = albedo.rgb * mix(albedo_tex2.rgb, albedo_tex.rgb, rock_ice_weight);
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}
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