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GameJamDungeon/Zennysoft.Game.Ma/src/map/map shaders/DemonWall Wave.gdshader

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shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx;
uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
uniform ivec2 albedo_texture_size;
uniform float point_size : hint_range(0.1, 128.0, 0.1);
uniform float roughness : hint_range(0.0, 1.0);
uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable;
uniform float specular : hint_range(0.0, 1.0, 0.01);
uniform float metallic : hint_range(0.0, 1.0, 0.01);
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
// Controls the frequency of the waves
uniform float amount : hint_range(0.0, 100.0, 0.01) = 20.0;
// Controls the overall distortion intensity
uniform float move = 1.0;
// Base height of the sinusoidal bands
uniform float bandsize = 0.1;
// Speed of wave movement
uniform float speed = 1.0;
void vertex() {
// Center UV to create symmetrical effect
vec2 uv = UV - 0.5;
// Adds movement with time
uv.y += TIME * speed;
// Calculates animated sinusoidal value
float wave = sin(uv.y * amount) + bandsize;
// Applies distortion along the sphere normal
VERTEX += NORMAL * wave * move;
}
void fragment() {
// Center UV to keep the same pattern as vertex shader
vec2 uv = UV - 0.5;
// Animates the waves on the Y axis
uv.y += TIME * speed;
// Creates the same sinusoidal function to draw the pattern
float wave = sin(uv.y * amount) + bandsize;
// Sets the band color based on the sinusoidal value
ALBEDO = vec3(wave);
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo, base_uv);
ALBEDO = albedo.rgb * albedo_tex.rgb;
float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel);
METALLIC = metallic_tex * metallic;
SPECULAR = specular;
vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
}