Overworld Work, NPC Shaded, Unused Files Placed in New Folder
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shader_type spatial;
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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// Called for every pixel the material is visible on.
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}
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//void light() {
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// // Called for every pixel for every light affecting the material.
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// // Uncomment to replace the default light processing function with this one.
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//}
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uid://dj3ut2w0lnwq2
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244
Zennysoft.Game.Ma/src/map/map shaders/Overworld Water.gdshader
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244
Zennysoft.Game.Ma/src/map/map shaders/Overworld Water.gdshader
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shader_type spatial;
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render_mode world_vertex_coords, cull_disabled;
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uniform sampler2D screen : hint_screen_texture, filter_linear_mipmap_anisotropic, repeat_disable;
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group_uniforms colours;
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uniform vec3 surfacecolour : source_color;
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uniform vec3 volumecolour : source_color;
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group_uniforms material;
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uniform float AirIOR = 1.0;
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uniform float IOR = 1.33;
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group_uniforms textures;
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uniform vec2 sampler1speed = vec2(0.02, 0.0);
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uniform vec2 sampler2speed = vec2(0.0, 0.02);
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uniform float samplermix : hint_range(0.0, 1.0, 0.1) = 0.5;
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uniform vec2 samplerscale = vec2(0.1);
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uniform sampler2D normal1tex : filter_linear_mipmap_anisotropic, hint_normal;
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uniform sampler2D normal2tex : filter_linear_mipmap_anisotropic, hint_normal;
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uniform float normalstrength : hint_range(0.0, 5.0, 0.01) = 1.0;
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uniform sampler2D height1tex : filter_linear_mipmap_anisotropic;
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uniform sampler2D height2tex : filter_linear_mipmap_anisotropic;
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uniform float heightstrength : hint_range(0.0, 5.0, 0.01) = 0.12;
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uniform sampler2D edge1tex : filter_linear_mipmap_anisotropic;
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uniform sampler2D edge2tex : filter_linear_mipmap_anisotropic;
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varying vec2 position;
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varying vec3 wposition;
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group_uniforms refraction;
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uniform float refrationamount : hint_range(0.0, 1.0, 0.01);
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uniform bool fog_underwater;
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group_uniforms edge;
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uniform float edge_size : hint_range(0.01, 0.5, 0.01) = 0.1;
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uniform bool foam_or_fade = false;
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uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap, repeat_disable;
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group_uniforms screen_space_reflection;
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uniform float far_clip = 50.0;
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uniform int steps : hint_range(64, 1024, 16) = 512;
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uniform float ssr_screen_fade : hint_range(0.01, 0.5, 0.01) = 0.05;
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float schlickfresnel(float ior1, float ior2, vec3 view, vec3 norm) {
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float incident = dot(view, norm);
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float reflectance = pow(((ior2 - ior1)/(ior2 + ior1)), 2.0);
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float fresnelincident = reflectance + (1.0 - reflectance) * pow(1.0 - cos(incident), 5.0);
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return(fresnelincident / incident);
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}
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void vertex() {
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position = VERTEX.xz;
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UV = VERTEX.xz * samplerscale + (sampler1speed * TIME);
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UV2 = VERTEX.xz * samplerscale + (sampler2speed * TIME);
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float height = mix(texture(height1tex, UV),texture(height2tex, UV2),samplermix).x;
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VERTEX.y += (height - 0.5) * heightstrength;
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wposition = VERTEX;
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// Called for every vertex the material is visible on.
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}
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float snells_window(vec3 normal, vec3 view, float ior) {
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float cos_theta = dot(normal, view);
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return step(sqrt(1.0 - cos_theta * cos_theta) * ior, 1.0);
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}
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float linear_depth(float nonlinear_depth, mat4 inv_projection_matrix) {
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return 1.0 / (nonlinear_depth * inv_projection_matrix[2].w + inv_projection_matrix[3].w);
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}
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float nonlinear_depth(float linear_depth, mat4 inv_projection_matrix) {
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return (1.0 / linear_depth - inv_projection_matrix[3].w) / inv_projection_matrix[2].w;
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}
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vec2 view2uv(vec3 position_view_space, mat4 proj_m)
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{
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vec4 position_clip_space = proj_m * vec4(position_view_space.xyz, 1.0);
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vec2 position_ndc = position_clip_space.xy / position_clip_space.w;
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return position_ndc.xy * 0.5 + 0.5;
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}
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float remap(float x, float min1, float max1, float min2, float max2) {
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return ((x - min1) / (max1 - min1) + min2) * (max2 - min2);
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}
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float remap1(float x, float min1, float max1) {
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return (x - min1) / (max1 - min1);
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}
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float edge_fade(vec2 uv, float size) {
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float x1 = clamp(remap1(uv.x, 0.0, size), 0.0, 1.0);
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float x2 = clamp(remap1(uv.x, 1.0, 1.0 - size), 0.0, 1.0);
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float y1 = clamp(remap1(uv.y, 0.0, size), 0.0, 1.0);
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float y2 = clamp(remap1(uv.y, 1.0, 1.0 - size), 0.0, 1.0);
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return x1*x2*y1*y2;
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}
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void fragment() {
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vec3 onorm = NORMAL;
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vec2 normmap = mix(texture(normal1tex, UV),texture(normal2tex, UV2),samplermix).xy;
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NORMAL += TANGENT * (normmap.x - 0.5) * normalstrength;
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NORMAL += BINORMAL * (normmap.y - 0.5) * normalstrength;
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vec3 wnorm = (vec4(NORMAL, 0.0) * VIEW_MATRIX).xyz;
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vec3 wview = (vec4(VIEW, 0.0) * VIEW_MATRIX).xyz;
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if (FRONT_FACING) {
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ROUGHNESS = 0.0;
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METALLIC = 1.0;
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SPECULAR = 0.0;
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float fres = schlickfresnel(AirIOR, IOR, VIEW, NORMAL);
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ALBEDO = surfacecolour * fres;
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// REFRACTION
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float lineardepth = linear_depth(texture(DEPTH_TEXTURE, SCREEN_UV).r, INV_PROJECTION_MATRIX);
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float selfdepth = -VERTEX.z;
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float depth_diff = lineardepth - selfdepth;
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vec3 tanx = BINORMAL * (normmap.x - 0.5) * normalstrength;
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vec3 tany = TANGENT * (normmap.y - 0.5) * normalstrength;
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vec2 refracted_uv = SCREEN_UV + (tanx + tany).xy * refrationamount * depth_diff / lineardepth;
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float newdepth = linear_depth(texture(DEPTH_TEXTURE, refracted_uv).r, INV_PROJECTION_MATRIX);
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//float selfdepth = 1.0/(1.0 + 2.0 * distance(wposition, CAMERA_POSITION_WORLD));
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vec3 newvolcolour = mix(volumecolour, vec3(1.0), clamp(1.0 / (depth_diff * 1.0), 0.0, 1.0));
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EMISSION = newvolcolour * texture(screen, refracted_uv).rgb;
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if (newdepth < selfdepth) {
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EMISSION = newvolcolour * texture(screen, SCREEN_UV).rgb;
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}
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// SSR
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vec3 reflected = -reflect(VIEW, NORMAL);
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vec3 pos = VERTEX;
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int curstep = 0;
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bool finished = false;
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vec2 uv;
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float currentdepth;
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while (curstep < steps) {
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float step_scale = float(curstep + 1) / float(steps);
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float step_dist = step_scale * step_scale * far_clip;
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pos += reflected * step_dist;
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curstep += 1;
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currentdepth = -pos.z;
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uv = view2uv(pos, PROJECTION_MATRIX);
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if (!(uv.x < 1.0 && uv.y < 1.0 && uv.x > 0.0 && uv.y > 0.0)) {
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break;
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}
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float testdepth = linear_depth(texture(DEPTH_TEXTURE, uv).r, INV_PROJECTION_MATRIX);
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if (testdepth < currentdepth) {
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finished = true;
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break;
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}
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}
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if (finished && currentdepth < far_clip * 0.99) {
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ALBEDO *= 1.0 - edge_fade(uv, ssr_screen_fade);
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METALLIC *= 1.0 - edge_fade(uv, ssr_screen_fade);
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EMISSION += texture(screen, uv).xyz * schlickfresnel(1.0, 1.33, VIEW, NORMAL) * edge_fade(uv, ssr_screen_fade);
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}
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// EDGE EFFECT
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float distfromedge = depth_diff * dot(normalize(NORMAL), normalize(-VERTEX)) / VIEW.z;
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if (distfromedge < edge_size) {
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distfromedge /= edge_size;
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if (foam_or_fade) {
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ALPHA = distfromedge;
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} else {
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float edgetex = mix(texture(edge1tex, UV).r, texture(edge2tex, UV2).r, samplermix);
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if (edgetex > distfromedge) {
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ALBEDO = vec3(1.0);
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ROUGHNESS = 1.0;
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METALLIC = 1.0;
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EMISSION = vec3(0.0);
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NORMAL = onorm;
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}
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}
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}
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} else {
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// SNELLS WINDOW
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float window = snells_window(wnorm, wview, IOR);
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if (window > 0.5) {
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ROUGHNESS = 1.0;
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METALLIC = 1.0;
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ALBEDO = vec3(0.0);
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SPECULAR = 0.0;
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float linear_depth = 1.0 / (texture(DEPTH_TEXTURE, SCREEN_UV).r * INV_PROJECTION_MATRIX[2].w + INV_PROJECTION_MATRIX[3].w);
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float selfdepth = 1.0 / (FRAGCOORD.z * INV_PROJECTION_MATRIX[2].w + INV_PROJECTION_MATRIX[3].w);
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float depth_diff = linear_depth - selfdepth;
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vec3 tanx = BINORMAL * (normmap.x - 0.5) * normalstrength;
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vec3 tany = TANGENT * (normmap.y - 0.5) * normalstrength;
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float newdepth = 1.0 / (texture(DEPTH_TEXTURE, SCREEN_UV + (tanx + tany).xy * refrationamount).r * INV_PROJECTION_MATRIX[2].w + INV_PROJECTION_MATRIX[3].w);
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//float selfdepth = 1.0/(1.0 + 2.0 * distance(wposition, CAMERA_POSITION_WORLD));
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vec3 newvolcolour = mix(volumecolour, vec3(1.0), clamp(1.0 / (selfdepth * 1.0), 0.0, 1.0));
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if (!fog_underwater) {
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newvolcolour = vec3(1.0);
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}
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EMISSION = newvolcolour * texture(screen, SCREEN_UV + (tanx + tany).xy * refrationamount).rgb;
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} else {
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ALBEDO = surfacecolour;
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ROUGHNESS = 0.0;
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METALLIC = 1.0;
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// SSR
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vec3 reflected = -reflect(VIEW, NORMAL);
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vec3 pos = VERTEX;
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int curstep = 0;
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bool finished = false;
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vec2 uv;
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float currentdepth;
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while (curstep < steps) {
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float step_scale = float(curstep + 1) / float(steps);
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float step_dist = step_scale * step_scale * far_clip;
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pos += reflected * step_dist;
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curstep += 1;
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currentdepth = -pos.z;
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uv = view2uv(pos, PROJECTION_MATRIX);
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if (!(uv.x < 1.0 && uv.y < 1.0 && uv.x > 0.0 && uv.y > 0.0)) {
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break;
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}
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float testdepth = linear_depth(texture(DEPTH_TEXTURE, uv).r, INV_PROJECTION_MATRIX);
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if (testdepth < currentdepth) {
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finished = true;
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break;
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}
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}
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if (finished && currentdepth < far_clip * 0.99) {
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ALBEDO *= 1.0 - edge_fade(uv, ssr_screen_fade);
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METALLIC *= 1.0 - edge_fade(uv, ssr_screen_fade);
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EMISSION += texture(screen, uv).xyz * schlickfresnel(1.0, 1.33, VIEW, NORMAL) * edge_fade(uv, ssr_screen_fade);
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}
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}
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}
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}
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uid://yagva4an6w2
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BIN
Zennysoft.Game.Ma/src/map/map shaders/reflejo1.jpg
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BIN
Zennysoft.Game.Ma/src/map/map shaders/reflejo1.jpg
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After Width: | Height: | Size: 234 KiB |
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://5ww66cp88vy7"
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path="res://.godot/imported/CYM 1.0•32•512x512.png-62e148a8020202817d050af2cf279443.ctex"
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uid="uid://b4odn0hf8hgbj"
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path="res://.godot/imported/reflejo1.jpg-b96b0a438a286cb6e4de4e3e18fac404.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://src/map/map shaders/CYM 1.0•32•512x512.png"
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dest_files=["res://.godot/imported/CYM 1.0•32•512x512.png-62e148a8020202817d050af2cf279443.ctex"]
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source_file="res://src/map/map shaders/reflejo1.jpg"
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dest_files=["res://.godot/imported/reflejo1.jpg-b96b0a438a286cb6e4de4e3e18fac404.ctex"]
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[params]
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