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shader_type sky;
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render_mode use_quarter_res_pass;
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// Originaly based on https://godotshaders.com/shader/stylized-sky-shader-with-clouds/ but there's not much left
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group_uniforms sky;
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uniform vec3 day_top_color : source_color = vec3( 0.1, 0.6, 1.0 );
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uniform vec3 day_bottom_color : source_color = vec3( 0.4, 0.8, 1.0 );
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uniform vec3 sunset_top_color : source_color = vec3( 0.7, 0.75, 1.0 );
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uniform vec3 sunset_bottom_color : source_color = vec3( 1.0, 0.5, 0.7 );
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uniform vec3 night_top_color : source_color = vec3( 0.02, 0.0, 0.04 );
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uniform vec3 night_bottom_color : source_color = vec3( 0.1, 0.0, 0.2 );
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group_uniforms horizon;
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uniform vec3 horizon_color : source_color = vec3( 0.0, 0.7, 0.8 );
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uniform float horizon_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.05;
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group_uniforms sun; // First DirectionalLight3D will be the sun
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uniform vec3 sun_color : source_color = vec3( 10.0, 8.0, 1.0 );
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uniform vec3 sun_sunset_color : source_color = vec3( 10.0, 0.0, 0.0 );
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uniform float sun_size : hint_range( 0.01, 1.0 ) = 0.2;
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uniform float sun_blur : hint_range( 0.01, 20.0 ) = 10.0;
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group_uniforms moon; // Second DirectionalLight3D will be the moon
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uniform vec3 moon_color : source_color = vec3( 1.0, 0.95, 0.7 );
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uniform float moon_size : hint_range( 0.01, 1.0 ) = 0.06;
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uniform float moon_blur : hint_range( 0.01, 10.0 ) = 0.1;
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group_uniforms clouds;
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// Replaced by noise functions, unncomment if you want to use graphical textures
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// uniform sampler2D clouds_top_texture : filter_linear_mipmap, hint_default_black;
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// uniform sampler2D clouds_middle_texture : filter_linear_mipmap, hint_default_black;
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// uniform sampler2D clouds_bottom_texture : filter_linear_mipmap, hint_default_black;
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uniform vec3 clouds_edge_color : source_color = vec3( 0.8, 0.8, 0.98 );
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uniform vec3 clouds_top_color : source_color = vec3( 1.0, 1.0, 1.00 );
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uniform vec3 clouds_middle_color : source_color = vec3( 0.92, 0.92, 0.98 );
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uniform vec3 clouds_bottom_color : source_color = vec3( 0.83, 0.83, 0.94 );
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uniform float clouds_speed : hint_range( 0.0, 20.0, 0.01 ) = 2.0;
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uniform float clouds_direction : hint_range( -0.5, 0.5, 0.0 ) = 0.2;
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uniform float clouds_scale : hint_range( 0.0, 4.0, 0.01 ) = 1.0;
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uniform float clouds_cutoff : hint_range( 0.0, 1.0, 0.01 ) = 0.3;
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uniform float clouds_fuzziness : hint_range( 0.0, 2.0, 0.01 ) = 0.5;
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// More weight is simply a darker color, usefull for rain/storm
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uniform float clouds_weight : hint_range( 0.0, 1.0, 0.01 ) = 0.0;
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uniform float clouds_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.25;
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group_uniforms stars;
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// Stars should be at black background
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uniform sampler2D stars_texture : filter_linear_mipmap, hint_default_black;
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uniform float stars_speed : hint_range( 0.0, 20.0, 0.01 ) = 1.0;
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group_uniforms settings;
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uniform float overwritten_time = 0.0;
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// Function for clouds noises. You can replace using "gen_fractal_ping_pong" with a simple texture reading.
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// I was frustrated with the repeating texture that's why I included the algorithm in the code.
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// Source: https://github.com/Auburn/FastNoiseLite/tree/master
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const int PRIME_X = 501125321;
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const int PRIME_Y = 1136930381;
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float lerp( float a, float b, float t )
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{
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return a + t * ( b - a );
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}
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float cubic_lerp( float a, float b, float c, float d, float t )
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{
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float p = d - c - ( a - b );
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return t * t * t * p + t * t * ( a - b - p ) + t * ( c - a ) + b;
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}
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float ping_pong( float t )
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{
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t -= trunc( t * 0.5 ) * 2.0;
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return t < 1.0 ? t : 2.0 - t;
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}
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int hash( int seed, int x_primed, int y_primed )
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{
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return ( seed ^ x_primed ^ y_primed ) * 0x27d4eb2d;
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}
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float val_coord( int seed, int x_primed, int y_primed )
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{
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int hash = hash( seed, x_primed, y_primed );
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hash *= hash;
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hash ^= hash << 19;
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return float( hash ) * ( 1.0 / 2147483648.0 );
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}
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float single_value_cubic( int seed, float x, float y )
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{
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int x1 = int( floor( x ));
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int y1 = int( floor( y ));
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float xs = x - float( x1 );
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float ys = y - float( y1 );
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x1 *= PRIME_X;
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y1 *= PRIME_Y;
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int x0 = x1 - PRIME_X;
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int y0 = y1 - PRIME_Y;
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int x2 = x1 + PRIME_X;
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int y2 = y1 + PRIME_Y;
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int x3 = x1 + ( PRIME_X << 1 );
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int y3 = y1 + ( PRIME_Y << 1 );
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return cubic_lerp(
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cubic_lerp( val_coord( seed, x0, y0 ), val_coord( seed, x1, y0 ), val_coord( seed, x2, y0 ), val_coord( seed, x3, y0 ), xs ),
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cubic_lerp( val_coord( seed, x0, y1 ), val_coord( seed, x1, y1 ), val_coord( seed, x2, y1 ), val_coord( seed, x3, y1 ), xs ),
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cubic_lerp( val_coord( seed, x0, y2 ), val_coord( seed, x1, y2 ), val_coord( seed, x2, y2 ), val_coord( seed, x3, y2 ), xs ),
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cubic_lerp( val_coord( seed, x0, y3 ), val_coord( seed, x1, y3 ), val_coord( seed, x2, y3 ), val_coord( seed, x3, y3 ), xs ),
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ys ) * ( 1.0 / ( 1.5 * 1.5 ));
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}
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// Params can be change in the same way as in noise settings in Godot
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const float FRACTAL_BOUNDING = 1.0 / 1.75;
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const int OCTAVES = 5;
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const float PING_PONG_STRENGTH = 2.0;
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const float WEIGHTED_STRENGTH = 0.0;
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const float GAIN = 0.5;
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const float LACUNARITY = 2.0;
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float gen_fractal_ping_pong( vec2 pos, int seed, float frequency )
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{
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float x = pos.x * frequency;
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float y = pos.y * frequency;
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float sum = 0.0;
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float amp = FRACTAL_BOUNDING;
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for( int i = 0; i < OCTAVES; i++ )
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{
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float noise = ping_pong(( single_value_cubic( seed++, x, y ) + 1.0 ) * PING_PONG_STRENGTH );
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sum += ( noise - 0.5 ) * 2.0 * amp;
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amp *= lerp( 1.0, noise, WEIGHTED_STRENGTH );
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x *= LACUNARITY;
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y *= LACUNARITY;
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amp *= GAIN;
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}
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return sum * 0.5 + 0.5;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// Function needed to calculate the phase of the moon
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// Source: https://kelvinvanhoorn.com/2022/03/17/skybox-tutorial-part-1/
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float sphere_intersect( vec3 view_dir, vec3 sphere_pos, float radius )
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{
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float b = dot( -sphere_pos, view_dir );
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float c = dot( -sphere_pos, -sphere_pos ) - pow( radius, 2 );
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float h = pow( b, 2 ) - c;
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return h < 0.0 ? -1.0 : -b - sqrt( h );
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}
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void sky()
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{
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float time = overwritten_time != 0.0 ? overwritten_time : TIME;
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//////////////////// SKY ///////////////////////////////////////////////////////////////////////
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float _eyedir_y = abs( sin( EYEDIR.y * PI * 0.5 ));
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// The day color will be our base color
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vec3 _sky_color = mix( day_bottom_color, day_top_color, _eyedir_y );
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_sky_color = mix( _sky_color, vec3( 0.0 ), clamp(( 0.7 - clouds_cutoff ) * clouds_weight, 0.0, 1.0 ));
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float _sunset_amount = clamp( 0.5 - abs( LIGHT0_DIRECTION.y ), 0.0, 0.5 ) * 2.0;
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// The sky should be more red around the west, on the opposite side you don't see it as much
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float _sunset_distance = clamp( 1.0 - pow( distance( EYEDIR, LIGHT0_DIRECTION ), 2 ), 0.0, 1.0 );
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vec3 _sky_sunset_color = mix( sunset_bottom_color, sunset_top_color, _eyedir_y + 0.5 );
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_sky_sunset_color = mix( _sky_sunset_color, sunset_bottom_color, _sunset_amount * _sunset_distance );
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_sky_color = mix( _sky_color, _sky_sunset_color, _sunset_amount );
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float _night_amount = clamp( -LIGHT0_DIRECTION.y + 0.7, 0.0, 1.0 );
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vec3 _sky_night_color = mix( night_bottom_color, night_top_color, _eyedir_y );
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_sky_color = mix( _sky_color, _sky_night_color, _night_amount );
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// Final sky color
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COLOR = _sky_color;
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//////////////////// HORIZON ///////////////////////////////////////////////////////////////////
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float _horizon_amount = 0.0;
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if( EYEDIR.y < 0.0 )
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{
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_horizon_amount = clamp( abs( EYEDIR.y ) / horizon_blur, 0.0, 1.0 );
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// Mixing with the color of the night sky to make the horizon darker
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vec3 _horizon_color = mix( horizon_color, _sky_color, _night_amount * 0.9 );
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// And if ther are many dark clouds, we also make the horizon darker
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_horizon_color = mix( _horizon_color, vec3( 0.0 ), ( 1.0 - clouds_cutoff ) * clouds_weight * 0.7 );
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COLOR = mix( COLOR, _horizon_color, _horizon_amount );
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}
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//////////////////// MOON //////////////////////////////////////////////////////////////////////
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float _moon_amount = 0.0;
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if( LIGHT1_ENABLED )
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{
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// Bigger moon near the horizon
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float _moon_size = moon_size + cos( LIGHT1_DIRECTION.y * PI ) * moon_size * 0.25;
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float _moon_distance = distance( EYEDIR, LIGHT1_DIRECTION ) / _moon_size;
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// Finding moon disc and edge blur
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_moon_amount = clamp(( 1.0 - _moon_distance ) / moon_blur, 0.0, 1.0 );
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if( _moon_amount > 0.0 )
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{
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// Moon illumination depending on the position of the sun
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float _moon_intersect = sphere_intersect( EYEDIR, LIGHT1_DIRECTION, _moon_size );
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vec3 _moon_normal = normalize( LIGHT1_DIRECTION - EYEDIR * _moon_intersect );
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// Power on the result gives a better effect
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float _moon_n_dot_l = pow( clamp( dot( _moon_normal, -LIGHT0_DIRECTION ), 0.05, 1.0 ), 2 );
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// Hiding the moon behind the horizon
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_moon_amount *= 1.0 - _horizon_amount;
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COLOR = mix( COLOR, moon_color, _moon_n_dot_l * _moon_amount );
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}
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}
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//////////////////// SUN ///////////////////////////////////////////////////////////////////////
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float _sun_distance = 0.0;
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if( LIGHT0_ENABLED )
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{
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_sun_distance = distance( EYEDIR, LIGHT0_DIRECTION );
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// Bigger sun near the horizon
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float _sun_size = sun_size + cos( LIGHT0_DIRECTION.y * PI ) * sun_size * 0.25;
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// Finding sun disc and edge blur
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float _sun_amount = clamp(( 1.0 - _sun_distance / _sun_size ) / sun_blur, 0.0, 1.0 );
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if( _sun_amount > 0.0 )
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{
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// Changing color of the sun during sunset
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float _sunset_amount = 1.0;
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if( LIGHT0_DIRECTION.y > 0.0 )
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_sunset_amount = clamp( cos( LIGHT0_DIRECTION.y * PI ), 0.0, 1.0 );
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vec3 _sun_color = mix( sun_color, sun_sunset_color, _sunset_amount );
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// Hiding the sun behind the moon
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_sun_amount = clamp( _sun_amount * ( 1.0 - _moon_amount ), 0.0, 1.0 );
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// Hiding the sun behind the horizon
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_sun_amount *= 1.0 - _horizon_amount;
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// Leveling the "glow" in color
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if( _sun_color.r > 1.0 || _sun_color.g > 1.0 || _sun_color.b > 1.0 )
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_sun_color *= _sun_amount;
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COLOR = mix( COLOR, _sun_color, _sun_amount );
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}
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}
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//////////////////// STARS /////////////////////////////////////////////////////////////////
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vec2 _sky_uv = EYEDIR.xz / sqrt( EYEDIR.y );
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if( EYEDIR.y > -0.01 && LIGHT0_DIRECTION.y < 0.0 )
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{
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// Stars UV rotation
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float _stars_speed_cos = cos( stars_speed * time * 0.005 );
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float _stars_speed_sin = sin( stars_speed * time * 0.005 );
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vec2 _stars_uv = vec2(
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_sky_uv.x * _stars_speed_cos - _sky_uv.y * _stars_speed_sin,
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_sky_uv.x * _stars_speed_sin + _sky_uv.y * _stars_speed_cos
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);
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// Stars texture
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vec3 _stars_color = texture( stars_texture, _stars_uv ).rgb * -LIGHT0_DIRECTION.y;
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// Hiding stars behind the moon
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_stars_color *= 1.0 - _moon_amount;
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COLOR += _stars_color;
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}
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//////////////////// CLOUDS ////////////////////////////////////////////////////////////////
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if( EYEDIR.y > 0.0 )
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{
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// Clouds UV movement direction
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float _clouds_speed = time * clouds_speed * 0.01;
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float _sin_x = sin( clouds_direction * PI * 2.0 );
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float _cos_y = cos( clouds_direction * PI * 2.0 );
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// I using 3 levels of clouds. Top is the lightes and botom the darkest.
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// The speed of movement (and direction a little) is different for the illusion of the changing shape of the clouds.
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vec2 _clouds_movement = vec2( _sin_x, _cos_y ) * _clouds_speed;
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// float _noise_top = texture( clouds_top_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
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float _noise_top = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 0, 0.5 );
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_clouds_movement = vec2( _sin_x * 0.97, _cos_y * 1.07 ) * _clouds_speed * 0.89;
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// float _noise_middle = texture( clouds_middle_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
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float _noise_middle = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 1, 0.75 );
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_clouds_movement = vec2( _sin_x * 1.01, _cos_y * 0.89 ) * _clouds_speed * 0.79;
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// float _noise_bottom = texture( clouds_bottom_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
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float _noise_bottom = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 2, 1.0 );
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// Smoothstep with the addition of a noise value from a lower level gives a nice, deep result
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_noise_bottom = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_bottom );
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_noise_middle = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_middle + _noise_bottom * 0.2 ) * 1.1;
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_noise_top = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_top + _noise_middle * 0.4 ) * 1.2;
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float _clouds_amount = clamp( _noise_top + _noise_middle + _noise_bottom, 0.0, 1.0 );
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// Fading clouds near the horizon
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_clouds_amount *= clamp( abs( EYEDIR.y ) / clouds_blur, 0.0, 1.0 );
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vec3 _clouds_color = mix( vec3( 0.0 ), clouds_top_color, _noise_top );
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_clouds_color = mix( _clouds_color, clouds_middle_color, _noise_middle );
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_clouds_color = mix( _clouds_color, clouds_bottom_color, _noise_bottom );
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// The edge color gives a nice smooth edge, you can try turning this off if you need sharper edges
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_clouds_color = mix( clouds_edge_color, _clouds_color, _noise_top );
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// The sun passing through the clouds effect
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_clouds_color = mix( _clouds_color, clamp( sun_color, 0.0, 1.0 ), pow( 1.0 - clamp( _sun_distance, 0.0, 1.0 ), 5 ));
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// Color combined with sunset condition
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_clouds_color = mix( _clouds_color, sunset_bottom_color, _sunset_amount * 0.75 );
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// Color depending on the "progress" of the night.
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_clouds_color = mix( _clouds_color, _sky_color, clamp( _night_amount, 0.0, 0.98 ));
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_clouds_color = mix( _clouds_color, vec3( 0.0 ), clouds_weight * 0.9 );
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COLOR = mix( COLOR, _clouds_color, _clouds_amount );
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}
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}
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