playing with style more
This commit is contained in:
4
Assets/Materials/BasicMat.tres
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4
Assets/Materials/BasicMat.tres
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[gd_resource type="StandardMaterial3D" format=3 uid="uid://b4rpp31c0dx2m"]
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[resource]
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albedo_color = Color(0.87186, 0.87186, 0.87186, 1)
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272
Assets/Materials/outline.gdshader
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272
Assets/Materials/outline.gdshader
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shader_type spatial;
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render_mode unshaded, blend_mix, depth_draw_never, depth_test_disabled;
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/*
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AUTHOR: Hannah "EMBYR" Crawford
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ENGINE_VERSION: 4.0.3
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HOW TO USE:
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1. Create a MeshInstance3D node and place it in your scene.
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2. Set it's size to 2x2.
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3. Enable the "Flip Faces" option.
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4. Create a new shader material with this shader.
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5. Assign the material to the MeshInstance3D
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LIMITATIONS:
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Does not work well with TAA enabled.
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MOBILE_NOTES:
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The mobile renderer does not have access to the normal_roughness texture
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so we must rely on techniques to reconstruct this information from the
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depth buffer.
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If you require support on mobile please uncomment the SUPPORT_MOBILE line
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below. I have done my best to match the appearance between the two modes
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however, mobile does not take into account smooth-shaded faces.
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The high-quality reconstruction method used on mobile is rather heavy on
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texture samples. If you would like to use the lower-quality recontruction
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method for better performance, please uncomment the NAIVE_NORMAL_RECONSTRUCTION
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line below.
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*/
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//#define SUPPORT_MOBILE
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//#define NAIVE_NORMAL_RECONSTRUCTION
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group_uniforms outline;
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uniform vec4 outlineColor: source_color = vec4(0.0, 0.0, 0.0, 0.78);
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uniform float depth_threshold = 0.025;
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uniform float normal_threshold : hint_range(0.0, 1.5) = 0.5;
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uniform float normal_smoothing : hint_range(0.0, 1.0) = 0.25;
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group_uniforms thickness;
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uniform float max_thickness: hint_range(0.0, 5.0) = 1.3;
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uniform float min_thickness = 0.5;
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uniform float max_distance = 75.0;
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uniform float min_distance = 2.0;
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group_uniforms grazing_prevention;
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uniform float grazing_fresnel_power = 5.0;
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uniform float grazing_angle_mask_power = 1.0;
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uniform float grazing_angle_modulation_factor = 50.0;
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uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear, repeat_disable;
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#ifndef SUPPORT_MOBILE
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uniform sampler2D NORMR_TEXTURE : hint_normal_roughness_texture, filter_linear, repeat_disable;
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#else
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varying flat mat4 model_view_matrix;
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#endif// !SUPPORT_MOBILE
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struct UVNeighbors {
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vec2 center;
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vec2 left; vec2 right; vec2 up; vec2 down;
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vec2 top_left; vec2 top_right; vec2 bottom_left; vec2 bottom_right;
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};
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struct NeighborDepthSamples {
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float c_d;
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float l_d; float r_d; float u_d; float d_d;
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float tl_d; float tr_d; float bl_d; float br_d;
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};
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UVNeighbors getNeighbors(vec2 center, float width, float aspect) {
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vec2 h_offset = vec2(width * aspect * 0.001, 0.0);
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vec2 v_offset = vec2(0.0, width * 0.001);
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UVNeighbors n;
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n.center = center;
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n.left = center - h_offset;
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n.right = center + h_offset;
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n.up = center - v_offset;
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n.down = center + v_offset;
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n.top_left = center - (h_offset - v_offset);
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n.top_right = center + (h_offset - v_offset);
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n.bottom_left = center - (h_offset + v_offset);
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n.bottom_right = center + (h_offset + v_offset);
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return n;
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}
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float getMinimumDepth(NeighborDepthSamples ds){
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return min(ds.c_d, min(ds.l_d, min(ds.r_d, min(ds.u_d, min(ds.d_d, min(ds.tl_d, min(ds.tr_d, min(ds.bl_d, ds.br_d))))))));
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}
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float getLinearDepth(float depth, vec2 uv, mat4 inv_proj) {
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vec3 ndc = vec3(uv * 2.0 - 1.0, depth);
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vec4 view = inv_proj * vec4(ndc, 1.0);
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view.xyz /= view.w;
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return -view.z;
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}
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NeighborDepthSamples getLinearDepthSamples(UVNeighbors uvs, sampler2D depth_tex, mat4 invProjMat) {
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NeighborDepthSamples result;
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result.c_d = getLinearDepth(texture(depth_tex, uvs.center).r, uvs.center, invProjMat);
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result.l_d = getLinearDepth(texture(depth_tex, uvs.left).r , uvs.left , invProjMat);
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result.r_d = getLinearDepth(texture(depth_tex, uvs.right).r , uvs.right , invProjMat);
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result.u_d = getLinearDepth(texture(depth_tex, uvs.up).r , uvs.up , invProjMat);
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result.d_d = getLinearDepth(texture(depth_tex, uvs.down).r , uvs.down , invProjMat);
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result.tl_d = getLinearDepth(texture(depth_tex, uvs.top_left).r, uvs.top_left, invProjMat);
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result.tr_d = getLinearDepth(texture(depth_tex, uvs.top_right).r, uvs.top_right, invProjMat);
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result.bl_d = getLinearDepth(texture(depth_tex, uvs.bottom_left).r, uvs.bottom_left, invProjMat);
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result.br_d = getLinearDepth(texture(depth_tex, uvs.bottom_right).r, uvs.bottom_right, invProjMat);
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return result;
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}
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float remap(float v, float from1, float to1, float from2, float to2) {
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return (v - from1) / (to1 - from1) * (to2 - from2) + from2;
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}
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float fresnel(float amount, vec3 normal, vec3 view) {
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return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
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}
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float getGrazingAngleModulation(vec3 pixel_normal, vec3 view) {
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float x = clamp(((fresnel(grazing_fresnel_power, pixel_normal, view) - 1.0) / grazing_angle_mask_power) + 1.0, 0.0, 1.0);
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return (x + grazing_angle_modulation_factor) + 1.0;
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}
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float detectEdgesDepth(NeighborDepthSamples depth_samples, vec3 pixel_normal, vec3 view) {
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float n_total =
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depth_samples.l_d +
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depth_samples.r_d +
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depth_samples.u_d +
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depth_samples.d_d +
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depth_samples.tl_d +
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depth_samples.tr_d +
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depth_samples.bl_d +
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depth_samples.br_d;
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float t = depth_threshold * getGrazingAngleModulation(pixel_normal, view);
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return step(t, n_total - (depth_samples.c_d * 8.0));
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}
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// Reconstruction helpers
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// Source: https://www.reddit.com/r/godot/comments/v70p2k/improved_normal_from_depth/
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#ifdef SUPPORT_MOBILE
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vec3 reconstructWorldPosition(float depth, mat4 model_view, mat4 inv_proj, vec2 screen_uv, mat4 world, mat4 inv_cam){
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vec4 pos = inverse(model_view) * inv_proj * vec4((screen_uv * 2.0 - 1.0), depth * 2.0 - 1.0, 1.0);
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pos.xyz /= (pos.w + 0.0001 * (1.-abs(sign(pos.w))));
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return (pos * inv_cam).xyz + world[3].xyz;
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}
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#ifndef NAIVE_NORMAL_RECONSTRUCTION
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vec3 reconstructWorldNormal(sampler2D depth_tex, mat4 model_view, mat4 inv_proj, vec2 screen_uv, mat4 world, mat4 inv_cam, vec2 viewport_size) {
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vec2 e = vec2(1.0 / viewport_size);
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float c0 = texture(depth_tex, screen_uv ).r;
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float l2 = texture(depth_tex, screen_uv - vec2(2,0) * e).r;
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float l1 = texture(depth_tex, screen_uv - vec2(1,0) * e).r;
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float r1 = texture(depth_tex, screen_uv + vec2(1,0) * e).r;
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float r2 = texture(depth_tex, screen_uv + vec2(2,0) * e).r;
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float b2 = texture(depth_tex, screen_uv - vec2(0,2) * e).r;
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float b1 = texture(depth_tex, screen_uv - vec2(0,1) * e).r;
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float t1 = texture(depth_tex, screen_uv + vec2(0,1) * e).r;
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float t2 = texture(depth_tex, screen_uv + vec2(0,2) * e).r;
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float dl = abs(l1 * l2 / (2.0 * l2 - l1) - c0);
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float dr = abs(r1 * r2 / (2.0 * r2 - r1) - c0);
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float db = abs(b1 * b2 / (2.0 * b2 - b1) - c0);
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float dt = abs(t1 * t2 / (2.0 * t2 - t1) - c0);
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vec3 ce = reconstructWorldPosition(c0, model_view, inv_proj, screen_uv, world, inv_cam);
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vec3 dpdx = (dl<dr) ? ce-reconstructWorldPosition(l1, model_view, inv_proj, screen_uv - vec2(1,0) * e, world, inv_cam) :
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-ce+reconstructWorldPosition(r1, model_view, inv_proj, screen_uv + vec2(1,0) * e, world, inv_cam) ;
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vec3 dpdy = (db<dt) ? ce-reconstructWorldPosition(b1, model_view, inv_proj, screen_uv - vec2(0,1) * e, world, inv_cam) :
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-ce+reconstructWorldPosition(t1, model_view, inv_proj, screen_uv + vec2(0,1) * e, world, inv_cam) ;
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return normalize(cross(dpdx,dpdy));
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}
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#else
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vec3 reconstructWorldNormal(sampler2D depth_tex, mat4 model_view, mat4 inv_proj, vec2 screen_uv, mat4 world, mat4 inv_cam, vec2 viewport_size) {
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vec3 pos = reconstructWorldPosition(texture(depth_tex, screen_uv).x, model_view, inv_proj, screen_uv, world, inv_cam);
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return normalize(cross(dFdx(pos), dFdy(pos)));
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}
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#endif//!NAIVE_NORMAL_RECONSTRUCTION
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float detectEdgesNormalReconstructed(UVNeighbors uvs, sampler2D depth_tex, mat4 model_view, mat4 inv_proj, vec2 screen_uv, mat4 world, mat4 inv_cam, vec2 viewport_size){
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vec3 n_u = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.up, world, inv_cam, viewport_size);
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vec3 n_d = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.down, world, inv_cam, viewport_size);
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vec3 n_l = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.left, world, inv_cam, viewport_size);
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vec3 n_r = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.right, world, inv_cam, viewport_size);
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vec3 n_tl = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.top_left, world, inv_cam, viewport_size);
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vec3 n_tr = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.top_right, world, inv_cam, viewport_size);
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vec3 n_bl = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.bottom_left, world, inv_cam, viewport_size);
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vec3 n_br = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.bottom_right, world, inv_cam, viewport_size);
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vec3 normalFiniteDifference0 = n_tr - n_bl;
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vec3 normalFiniteDifference1 = n_tl - n_br;
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vec3 normalFiniteDifference2 = n_l - n_r;
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vec3 normalFiniteDifference3 = n_u - n_d;
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float edgeNormal = sqrt(
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dot(normalFiniteDifference0, normalFiniteDifference0) +
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dot(normalFiniteDifference1, normalFiniteDifference1) +
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dot(normalFiniteDifference2, normalFiniteDifference2) +
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dot(normalFiniteDifference3, normalFiniteDifference3)
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) * 0.5;
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return smoothstep(normal_threshold - normal_smoothing, normal_threshold + normal_smoothing, edgeNormal);
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}
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#else
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float detectEdgesNormal(UVNeighbors uvs, sampler2D normTex, vec3 camDirWorld){
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vec3 n_u = texture(normTex, uvs.up).xyz;
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vec3 n_d = texture(normTex, uvs.down).xyz;
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vec3 n_l = texture(normTex, uvs.left).xyz;
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vec3 n_r = texture(normTex, uvs.right).xyz;
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vec3 n_tl = texture(normTex, uvs.top_left).xyz;
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vec3 n_tr = texture(normTex, uvs.top_right).xyz;
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vec3 n_bl = texture(normTex, uvs.bottom_left).xyz;
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vec3 n_br = texture(normTex, uvs.bottom_right).xyz;
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vec3 normalFiniteDifference0 = n_tr - n_bl;
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vec3 normalFiniteDifference1 = n_tl - n_br;
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vec3 normalFiniteDifference2 = n_l - n_r;
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vec3 normalFiniteDifference3 = n_u - n_d;
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float edgeNormal = sqrt(
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dot(normalFiniteDifference0, normalFiniteDifference0) +
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dot(normalFiniteDifference1, normalFiniteDifference1) +
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dot(normalFiniteDifference2, normalFiniteDifference2) +
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dot(normalFiniteDifference3, normalFiniteDifference3)
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);
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return smoothstep(normal_threshold - normal_smoothing, normal_threshold + normal_smoothing, edgeNormal);
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}
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#endif//SUPPORT_MOBILE
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void vertex() {
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POSITION = vec4(VERTEX, 1.0);
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#ifdef SUPPORT_MOBILE
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model_view_matrix = INV_VIEW_MATRIX * mat4(VIEW_MATRIX[0],VIEW_MATRIX[1],VIEW_MATRIX[2],VIEW_MATRIX[3]);;
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#endif
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}
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void fragment() {
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float aspect = float(VIEWPORT_SIZE.y) / float(VIEWPORT_SIZE.x);
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UVNeighbors n = getNeighbors(SCREEN_UV, max_thickness, aspect);
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NeighborDepthSamples depth_samples = getLinearDepthSamples(n, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
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float min_d = getMinimumDepth(depth_samples);
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float thickness = clamp(remap(min_d, min_distance, max_distance, max_thickness, min_thickness), min_thickness, max_thickness);
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float fade_a = clamp(remap(min_d, min_distance, max_distance, 1.0, 0.0), 0.0, 1.0);
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n = getNeighbors(SCREEN_UV, thickness, aspect);
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depth_samples = getLinearDepthSamples(n, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
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#ifndef SUPPORT_MOBILE
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vec3 pixel_normal = texture(NORMR_TEXTURE, SCREEN_UV).xyz;
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#else
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vec3 pixel_normal = reconstructWorldNormal(DEPTH_TEXTURE, model_view_matrix, INV_PROJECTION_MATRIX, SCREEN_UV, MODEL_MATRIX, INV_VIEW_MATRIX, VIEWPORT_SIZE.xy);
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#endif
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float depthEdges = detectEdgesDepth(depth_samples, pixel_normal, VIEW);
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#ifndef SUPPORT_MOBILE
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float normEdges = min(detectEdgesNormal(n, NORMR_TEXTURE, CAMERA_DIRECTION_WORLD), 1.0);
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#else
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float normEdges = min(detectEdgesNormalReconstructed(n, DEPTH_TEXTURE, model_view_matrix, INV_PROJECTION_MATRIX, SCREEN_UV, MODEL_MATRIX, INV_VIEW_MATRIX, VIEWPORT_SIZE.xy), 1.0);
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#endif
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ALBEDO.rgb = outlineColor.rgb;
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ALPHA = max(depthEdges, normEdges) * outlineColor.a * fade_a;
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}
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1
Assets/Materials/outline.gdshader.uid
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1
Assets/Materials/outline.gdshader.uid
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uid://d1bn5pysu3p7e
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||||
Binary file not shown.
53
Assets/Models/Test1.blend.import
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Assets/Models/Test1.blend.import
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[remap]
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||||
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||||
importer="scene"
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importer_version=1
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||||
type="PackedScene"
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||||
uid="uid://d0u2u3cvfkdlj"
|
||||
path="res://.godot/imported/Test1.blend-722de7dfedbf916ed3758a7a9546c474.scn"
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||||
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||||
[deps]
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||||
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||||
source_file="res://Assets/Models/Test1.blend"
|
||||
dest_files=["res://.godot/imported/Test1.blend-722de7dfedbf916ed3758a7a9546c474.scn"]
|
||||
|
||||
[params]
|
||||
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||||
nodes/root_type=""
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||||
nodes/root_name=""
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||||
nodes/apply_root_scale=true
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||||
nodes/root_scale=1.0
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||||
nodes/import_as_skeleton_bones=false
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||||
nodes/use_node_type_suffixes=true
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||||
meshes/ensure_tangents=true
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||||
meshes/generate_lods=true
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||||
meshes/create_shadow_meshes=true
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||||
meshes/light_baking=1
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||||
meshes/lightmap_texel_size=0.2
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||||
meshes/force_disable_compression=false
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||||
skins/use_named_skins=true
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||||
animation/import=true
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||||
animation/fps=30
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||||
animation/trimming=false
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||||
animation/remove_immutable_tracks=true
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||||
animation/import_rest_as_RESET=false
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||||
import_script/path=""
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||||
_subresources={}
|
||||
blender/nodes/visible=0
|
||||
blender/nodes/active_collection_only=false
|
||||
blender/nodes/punctual_lights=true
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||||
blender/nodes/cameras=true
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||||
blender/nodes/custom_properties=true
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||||
blender/nodes/modifiers=1
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||||
blender/meshes/colors=false
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||||
blender/meshes/uvs=true
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||||
blender/meshes/normals=true
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||||
blender/meshes/export_geometry_nodes_instances=false
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||||
blender/meshes/tangents=true
|
||||
blender/meshes/skins=2
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||||
blender/meshes/export_bones_deforming_mesh_only=false
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||||
blender/materials/unpack_enabled=true
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||||
blender/materials/export_materials=1
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||||
blender/animation/limit_playback=true
|
||||
blender/animation/always_sample=true
|
||||
blender/animation/group_tracks=true
|
||||
BIN
Assets/Models/Test1.blend1
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BIN
Assets/Models/Test1.blend1
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Binary file not shown.
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Assets/post_processing.tscn
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Assets/post_processing.tscn
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||||
[gd_scene load_steps=4 format=3 uid="uid://bj1y0fbjtul4a"]
|
||||
|
||||
[ext_resource type="Shader" uid="uid://d1bn5pysu3p7e" path="res://Assets/Materials/outline.gdshader" id="1_uaccs"]
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_qcjys"]
|
||||
render_priority = 0
|
||||
shader = ExtResource("1_uaccs")
|
||||
shader_parameter/outlineColor = Color(0, 0, 0, 0.78)
|
||||
shader_parameter/depth_threshold = 0.025
|
||||
shader_parameter/normal_threshold = 0.5
|
||||
shader_parameter/normal_smoothing = 0.25
|
||||
shader_parameter/max_thickness = 1.3
|
||||
shader_parameter/min_thickness = 0.5
|
||||
shader_parameter/max_distance = 75.0
|
||||
shader_parameter/min_distance = 2.0
|
||||
shader_parameter/grazing_fresnel_power = 5.0
|
||||
shader_parameter/grazing_angle_mask_power = 1.0
|
||||
shader_parameter/grazing_angle_modulation_factor = 50.0
|
||||
|
||||
[sub_resource type="QuadMesh" id="QuadMesh_ootk3"]
|
||||
material = SubResource("ShaderMaterial_qcjys")
|
||||
flip_faces = true
|
||||
size = Vector2(2, 2)
|
||||
|
||||
[node name="PostProcessing" type="MeshInstance3D"]
|
||||
extra_cull_margin = 16384.0
|
||||
mesh = SubResource("QuadMesh_ootk3")
|
||||
Reference in New Issue
Block a user