more substance painter and shader tests

This commit is contained in:
derek
2025-01-14 16:08:11 -06:00
parent fb8ba949a0
commit bdf90f1e89
258 changed files with 15563 additions and 273 deletions

View File

@@ -18,7 +18,7 @@ vec3 blur(sampler2D sp, vec2 uv, vec2 scale) {
float accum = 0.0;
float weight;
vec2 offset;
for (int x = -samples / 2; x < samples / 2; ++x) {
for (int y = -samples / 2; y < samples / 2; ++y) {
offset = vec2(float(x), float(y));
@@ -27,14 +27,14 @@ vec3 blur(sampler2D sp, vec2 uv, vec2 scale) {
accum += weight;
}
}
return col / accum;
}
void fragment() {
vec2 ps = vec2(1.0) / iResolution.xy * .000001 * strength;
vec2 uv = UV ;
COLOR.rgb = blur(SCREEN_TEXTURE, uv, ps );
COLOR.a = 1.0;
}

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@@ -0,0 +1,185 @@
shader_type spatial;
#define USE_ALPHA 0
#define USE_ALPHA_CUTOFF 0
#define USE_EMISSION 0
#define USE_REFLECTIONS 0
#define USE_NORMAL_MAP 0
#define USE_OCCLUSION 0
#define USE_ANISOTROPY 0
#define USE_BACKLIGHT 0
#define USE_REFRACTION 0
#if USE_ALPHA
render_mode depth_draw_always;
#endif
#include "includes/base-cel-shader.gdshaderinc"
#if USE_EMISSION
#include "includes/emission.gdshaderinc"
#endif
#if USE_REFLECTIONS
#include "includes/reflections.gdshaderinc"
#endif
#if USE_NORMAL_MAP
#include "includes/normal-map.gdshaderinc"
#endif
#if USE_OCCLUSION
#include "includes/occlusion.gdshaderinc"
#endif
#if USE_ANISOTROPY
#include "includes/anisotropy.gdshaderinc"
#endif
#if USE_BACKLIGHT
#include "includes/backlight.gdshaderinc"
#endif
#if USE_REFRACTION
#include "includes/refraction.gdshaderinc"
#elif !USE_REFRACTION && USE_ALPHA
#include "includes/transparency.gdshaderinc"
#endif
group_uniforms BaseProperties;
#if USE_ALPHA_CUTOFF
uniform float alpha_cutoff: hint_range(0.0, 1.0) = 0.5;
#endif
uniform vec4 color: source_color = vec4(0.7, 0.12, 0.86, 1.0);
uniform sampler2D base_texture: source_color;
uniform vec4 specular: source_color = vec4(0.3, 0.3, 0.3, 0.5);
uniform sampler2D specular_texture: hint_default_white;
uniform vec4 fresnel: source_color = vec4(0.2, 0.2, 0.2, 0.3);
uniform sampler2D fresnel_texture: hint_default_white;
group_uniforms;
varying vec3 SPECULAR_COLOR;
varying float SPECULAR_STRENGTH;
varying vec3 FRESNEL_COLOR;
varying float FRESNEL_STRENGTH;
group_uniforms Tiling;
uniform vec2 uv_scale = vec2(1,1);
uniform vec2 uv_offset = vec2(0,0);
group_uniforms;
void vertex() {
UV = UV * uv_scale.xy + uv_offset.xy;
}
void fragment() {
ALBEDO = color.rgb * texture(base_texture, UV).rgb;
#if USE_ALPHA
float alpha = color.a * texture(base_texture, UV).a;
ALBEDO *= alpha;
#elif USE_ALPHA_CUTOFF
ALPHA = color.a * texture(base_texture, UV).a;
ALPHA_SCISSOR_THRESHOLD = color.a * texture(base_texture, UV).a;
#endif
#if USE_REFRACTION && USE_ALPHA
EMISSION += refraction_fragment(alpha, NORMAL, SCREEN_UV, FRAGCOORD.z);
#elif !USE_REFRACTION && USE_ALPHA
EMISSION += transparency_fragment(alpha, SCREEN_UV);
#endif
SPECULAR_COLOR = specular.rgb * texture(specular_texture, UV).rgb;
SPECULAR_STRENGTH = specular.a * texture(specular_texture, UV).a;
FRESNEL_COLOR = fresnel.rgb * texture(fresnel_texture, UV).rgb;
FRESNEL_STRENGTH = fresnel.a * texture(fresnel_texture, UV).a;
#if USE_EMISSION
EMISSION += emission_fragment(UV);
#endif
#if USE_REFLECTIONS
Surface surf = reflections_fragment(UV);
METALLIC = surf.metallic;
ROUGHNESS = surf.roughness;
#endif
#if USE_NORMAL_MAP
NormalData normal = normal_map_fragment(UV, NORMAL, TANGENT, BINORMAL);
NORMAL = normal.vector;
NORMAL_MAP = normal.map;
NORMAL_MAP_DEPTH = normal.depth;
#endif
#if USE_OCCLUSION
OcclusionData occlusion = occlusion_fragment(UV);
AO = occlusion.ao;
AO_LIGHT_AFFECT = occlusion.ao_light_affect;
#endif
#if USE_ANISOTROPY
AnisotropyData aniso = anisotropy_fragment(UV);
ANISOTROPY_DIR = aniso.direction;
ANISOTROPY_RATIO = aniso.ratio;
#endif
#if USE_BACKLIGHT
BACKLIGHT = backlight_fragment(UV);
#endif
}
void light() {
#if USE_BACKLIGHT
DIFFUSE_LIGHT += backlight_diffuse(
ALBEDO,
LIGHT_COLOR,
LIGHT,
NORMAL,
ATTENUATION,
BACKLIGHT
);
#else
DIFFUSE_LIGHT += diffuse_light(
ALBEDO,
LIGHT_COLOR,
LIGHT,
NORMAL,
ATTENUATION
);
#endif
#if USE_ANISOTROPY
SPECULAR_LIGHT += anisotropy_specular(
LIGHT_COLOR,
SPECULAR_COLOR,
SPECULAR_STRENGTH,
NORMAL,
VIEW,
LIGHT,
ATTENUATION,
UV,
ANISOTROPY_DIR,
ANISOTROPY_RATIO
);
#else
SPECULAR_LIGHT += specular_light(
LIGHT_COLOR,
SPECULAR_COLOR,
SPECULAR_STRENGTH,
NORMAL,
VIEW,
LIGHT,
ATTENUATION
);
#endif
SPECULAR_LIGHT += fresnel_light(
LIGHT_COLOR,
FRESNEL_COLOR,
FRESNEL_STRENGTH,
NORMAL,
VIEW,
LIGHT,
ATTENUATION
);
}

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@@ -0,0 +1,272 @@
shader_type spatial;
render_mode unshaded, blend_mix, depth_draw_never, depth_test_disabled;
/*
AUTHOR: Hannah "EMBYR" Crawford
ENGINE_VERSION: 4.0.3
HOW TO USE:
1. Create a MeshInstance3D node and place it in your scene.
2. Set it's size to 2x2.
3. Enable the "Flip Faces" option.
4. Create a new shader material with this shader.
5. Assign the material to the MeshInstance3D
LIMITATIONS:
Does not work well with TAA enabled.
MOBILE_NOTES:
The mobile renderer does not have access to the normal_roughness texture
so we must rely on techniques to reconstruct this information from the
depth buffer.
If you require support on mobile please uncomment the SUPPORT_MOBILE line
below. I have done my best to match the appearance between the two modes
however, mobile does not take into account smooth-shaded faces.
The high-quality reconstruction method used on mobile is rather heavy on
texture samples. If you would like to use the lower-quality recontruction
method for better performance, please uncomment the NAIVE_NORMAL_RECONSTRUCTION
line below.
*/
//#define SUPPORT_MOBILE
//#define NAIVE_NORMAL_RECONSTRUCTION
group_uniforms outline;
uniform vec4 outlineColor: source_color = vec4(0.0, 0.0, 0.0, 0.78);
uniform float depth_threshold = 0.025;
uniform float normal_threshold : hint_range(0.0, 1.5) = 0.5;
uniform float normal_smoothing : hint_range(0.0, 1.0) = 0.25;
group_uniforms thickness;
uniform float max_thickness: hint_range(0.0, 5.0) = 1.3;
uniform float min_thickness = 0.5;
uniform float max_distance = 75.0;
uniform float min_distance = 2.0;
group_uniforms grazing_prevention;
uniform float grazing_fresnel_power = 5.0;
uniform float grazing_angle_mask_power = 1.0;
uniform float grazing_angle_modulation_factor = 50.0;
uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear, repeat_disable;
#ifndef SUPPORT_MOBILE
uniform sampler2D NORMR_TEXTURE : hint_normal_roughness_texture, filter_linear, repeat_disable;
#else
varying flat mat4 model_view_matrix;
#endif// !SUPPORT_MOBILE
struct UVNeighbors {
vec2 center;
vec2 left; vec2 right; vec2 up; vec2 down;
vec2 top_left; vec2 top_right; vec2 bottom_left; vec2 bottom_right;
};
struct NeighborDepthSamples {
float c_d;
float l_d; float r_d; float u_d; float d_d;
float tl_d; float tr_d; float bl_d; float br_d;
};
UVNeighbors getNeighbors(vec2 center, float width, float aspect) {
vec2 h_offset = vec2(width * aspect * 0.001, 0.0);
vec2 v_offset = vec2(0.0, width * 0.001);
UVNeighbors n;
n.center = center;
n.left = center - h_offset;
n.right = center + h_offset;
n.up = center - v_offset;
n.down = center + v_offset;
n.top_left = center - (h_offset - v_offset);
n.top_right = center + (h_offset - v_offset);
n.bottom_left = center - (h_offset + v_offset);
n.bottom_right = center + (h_offset + v_offset);
return n;
}
float getMinimumDepth(NeighborDepthSamples ds){
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))))))));
}
float getLinearDepth(float depth, vec2 uv, mat4 inv_proj) {
vec3 ndc = vec3(uv * 2.0 - 1.0, depth);
vec4 view = inv_proj * vec4(ndc, 1.0);
view.xyz /= view.w;
return -view.z;
}
NeighborDepthSamples getLinearDepthSamples(UVNeighbors uvs, sampler2D depth_tex, mat4 invProjMat) {
NeighborDepthSamples result;
result.c_d = getLinearDepth(texture(depth_tex, uvs.center).r, uvs.center, invProjMat);
result.l_d = getLinearDepth(texture(depth_tex, uvs.left).r , uvs.left , invProjMat);
result.r_d = getLinearDepth(texture(depth_tex, uvs.right).r , uvs.right , invProjMat);
result.u_d = getLinearDepth(texture(depth_tex, uvs.up).r , uvs.up , invProjMat);
result.d_d = getLinearDepth(texture(depth_tex, uvs.down).r , uvs.down , invProjMat);
result.tl_d = getLinearDepth(texture(depth_tex, uvs.top_left).r, uvs.top_left, invProjMat);
result.tr_d = getLinearDepth(texture(depth_tex, uvs.top_right).r, uvs.top_right, invProjMat);
result.bl_d = getLinearDepth(texture(depth_tex, uvs.bottom_left).r, uvs.bottom_left, invProjMat);
result.br_d = getLinearDepth(texture(depth_tex, uvs.bottom_right).r, uvs.bottom_right, invProjMat);
return result;
}
float remap(float v, float from1, float to1, float from2, float to2) {
return (v - from1) / (to1 - from1) * (to2 - from2) + from2;
}
float fresnel(float amount, vec3 normal, vec3 view) {
return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
}
float getGrazingAngleModulation(vec3 pixel_normal, vec3 view) {
float x = clamp(((fresnel(grazing_fresnel_power, pixel_normal, view) - 1.0) / grazing_angle_mask_power) + 1.0, 0.0, 1.0);
return (x + grazing_angle_modulation_factor) + 1.0;
}
float detectEdgesDepth(NeighborDepthSamples depth_samples, vec3 pixel_normal, vec3 view) {
float n_total =
depth_samples.l_d +
depth_samples.r_d +
depth_samples.u_d +
depth_samples.d_d +
depth_samples.tl_d +
depth_samples.tr_d +
depth_samples.bl_d +
depth_samples.br_d;
float t = depth_threshold * getGrazingAngleModulation(pixel_normal, view);
return step(t, n_total - (depth_samples.c_d * 8.0));
}
// Reconstruction helpers
// Source: https://www.reddit.com/r/godot/comments/v70p2k/improved_normal_from_depth/
#ifdef SUPPORT_MOBILE
vec3 reconstructWorldPosition(float depth, mat4 model_view, mat4 inv_proj, vec2 screen_uv, mat4 world, mat4 inv_cam){
vec4 pos = inverse(model_view) * inv_proj * vec4((screen_uv * 2.0 - 1.0), depth * 2.0 - 1.0, 1.0);
pos.xyz /= (pos.w + 0.0001 * (1.-abs(sign(pos.w))));
return (pos * inv_cam).xyz + world[3].xyz;
}
#ifndef NAIVE_NORMAL_RECONSTRUCTION
vec3 reconstructWorldNormal(sampler2D depth_tex, mat4 model_view, mat4 inv_proj, vec2 screen_uv, mat4 world, mat4 inv_cam, vec2 viewport_size) {
vec2 e = vec2(1.0 / viewport_size);
float c0 = texture(depth_tex, screen_uv ).r;
float l2 = texture(depth_tex, screen_uv - vec2(2,0) * e).r;
float l1 = texture(depth_tex, screen_uv - vec2(1,0) * e).r;
float r1 = texture(depth_tex, screen_uv + vec2(1,0) * e).r;
float r2 = texture(depth_tex, screen_uv + vec2(2,0) * e).r;
float b2 = texture(depth_tex, screen_uv - vec2(0,2) * e).r;
float b1 = texture(depth_tex, screen_uv - vec2(0,1) * e).r;
float t1 = texture(depth_tex, screen_uv + vec2(0,1) * e).r;
float t2 = texture(depth_tex, screen_uv + vec2(0,2) * e).r;
float dl = abs(l1 * l2 / (2.0 * l2 - l1) - c0);
float dr = abs(r1 * r2 / (2.0 * r2 - r1) - c0);
float db = abs(b1 * b2 / (2.0 * b2 - b1) - c0);
float dt = abs(t1 * t2 / (2.0 * t2 - t1) - c0);
vec3 ce = reconstructWorldPosition(c0, model_view, inv_proj, screen_uv, world, inv_cam);
vec3 dpdx = (dl<dr) ? ce-reconstructWorldPosition(l1, model_view, inv_proj, screen_uv - vec2(1,0) * e, world, inv_cam) :
-ce+reconstructWorldPosition(r1, model_view, inv_proj, screen_uv + vec2(1,0) * e, world, inv_cam) ;
vec3 dpdy = (db<dt) ? ce-reconstructWorldPosition(b1, model_view, inv_proj, screen_uv - vec2(0,1) * e, world, inv_cam) :
-ce+reconstructWorldPosition(t1, model_view, inv_proj, screen_uv + vec2(0,1) * e, world, inv_cam) ;
return normalize(cross(dpdx,dpdy));
}
#else
vec3 reconstructWorldNormal(sampler2D depth_tex, mat4 model_view, mat4 inv_proj, vec2 screen_uv, mat4 world, mat4 inv_cam, vec2 viewport_size) {
vec3 pos = reconstructWorldPosition(texture(depth_tex, screen_uv).x, model_view, inv_proj, screen_uv, world, inv_cam);
return normalize(cross(dFdx(pos), dFdy(pos)));
}
#endif//!NAIVE_NORMAL_RECONSTRUCTION
float detectEdgesNormalReconstructed(UVNeighbors uvs, sampler2D depth_tex, mat4 model_view, mat4 inv_proj, vec2 screen_uv, mat4 world, mat4 inv_cam, vec2 viewport_size){
vec3 n_u = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.up, world, inv_cam, viewport_size);
vec3 n_d = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.down, world, inv_cam, viewport_size);
vec3 n_l = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.left, world, inv_cam, viewport_size);
vec3 n_r = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.right, world, inv_cam, viewport_size);
vec3 n_tl = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.top_left, world, inv_cam, viewport_size);
vec3 n_tr = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.top_right, world, inv_cam, viewport_size);
vec3 n_bl = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.bottom_left, world, inv_cam, viewport_size);
vec3 n_br = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.bottom_right, world, inv_cam, viewport_size);
vec3 normalFiniteDifference0 = n_tr - n_bl;
vec3 normalFiniteDifference1 = n_tl - n_br;
vec3 normalFiniteDifference2 = n_l - n_r;
vec3 normalFiniteDifference3 = n_u - n_d;
float edgeNormal = sqrt(
dot(normalFiniteDifference0, normalFiniteDifference0) +
dot(normalFiniteDifference1, normalFiniteDifference1) +
dot(normalFiniteDifference2, normalFiniteDifference2) +
dot(normalFiniteDifference3, normalFiniteDifference3)
) * 0.5;
return smoothstep(normal_threshold - normal_smoothing, normal_threshold + normal_smoothing, edgeNormal);
}
#else
float detectEdgesNormal(UVNeighbors uvs, sampler2D normTex, vec3 camDirWorld){
vec3 n_u = texture(normTex, uvs.up).xyz;
vec3 n_d = texture(normTex, uvs.down).xyz;
vec3 n_l = texture(normTex, uvs.left).xyz;
vec3 n_r = texture(normTex, uvs.right).xyz;
vec3 n_tl = texture(normTex, uvs.top_left).xyz;
vec3 n_tr = texture(normTex, uvs.top_right).xyz;
vec3 n_bl = texture(normTex, uvs.bottom_left).xyz;
vec3 n_br = texture(normTex, uvs.bottom_right).xyz;
vec3 normalFiniteDifference0 = n_tr - n_bl;
vec3 normalFiniteDifference1 = n_tl - n_br;
vec3 normalFiniteDifference2 = n_l - n_r;
vec3 normalFiniteDifference3 = n_u - n_d;
float edgeNormal = sqrt(
dot(normalFiniteDifference0, normalFiniteDifference0) +
dot(normalFiniteDifference1, normalFiniteDifference1) +
dot(normalFiniteDifference2, normalFiniteDifference2) +
dot(normalFiniteDifference3, normalFiniteDifference3)
);
return smoothstep(normal_threshold - normal_smoothing, normal_threshold + normal_smoothing, edgeNormal);
}
#endif//SUPPORT_MOBILE
void vertex() {
POSITION = vec4(VERTEX, 1.0);
#ifdef SUPPORT_MOBILE
model_view_matrix = INV_VIEW_MATRIX * mat4(VIEW_MATRIX[0],VIEW_MATRIX[1],VIEW_MATRIX[2],VIEW_MATRIX[3]);;
#endif
}
void fragment() {
float aspect = float(VIEWPORT_SIZE.y) / float(VIEWPORT_SIZE.x);
UVNeighbors n = getNeighbors(SCREEN_UV, max_thickness, aspect);
NeighborDepthSamples depth_samples = getLinearDepthSamples(n, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
float min_d = getMinimumDepth(depth_samples);
float thickness = clamp(remap(min_d, min_distance, max_distance, max_thickness, min_thickness), min_thickness, max_thickness);
float fade_a = clamp(remap(min_d, min_distance, max_distance, 1.0, 0.0), 0.0, 1.0);
n = getNeighbors(SCREEN_UV, thickness, aspect);
depth_samples = getLinearDepthSamples(n, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
#ifndef SUPPORT_MOBILE
vec3 pixel_normal = texture(NORMR_TEXTURE, SCREEN_UV).xyz;
#else
vec3 pixel_normal = reconstructWorldNormal(DEPTH_TEXTURE, model_view_matrix, INV_PROJECTION_MATRIX, SCREEN_UV, MODEL_MATRIX, INV_VIEW_MATRIX, VIEWPORT_SIZE.xy);
#endif
float depthEdges = detectEdgesDepth(depth_samples, pixel_normal, VIEW);
#ifndef SUPPORT_MOBILE
float normEdges = min(detectEdgesNormal(n, NORMR_TEXTURE, CAMERA_DIRECTION_WORLD), 1.0);
#else
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);
#endif
ALBEDO.rgb = outlineColor.rgb;
ALPHA = max(depthEdges, normEdges) * outlineColor.a * fade_a;
}

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@@ -0,0 +1,107 @@
shader_type spatial;
render_mode unshaded;
// MIT License. Made by Leo Peltola
// Inspired by https://threejs.org/examples/webgl_postprocessing_pixel.html
uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
uniform sampler2D NORMAL_TEXTURE : hint_normal_roughness_texture, filter_nearest;
uniform bool shadows_enabled = true;
uniform bool highlights_enabled = true;
uniform float shadow_strength : hint_range(0.0, 1.0, 0.01) = 0.4;
uniform float highlight_strength : hint_range(0.0, 1.0, 0.01) = 0.1;
uniform vec3 highlight_color : source_color = vec3(1.);
uniform vec3 shadow_color : source_color = vec3(0.0);
varying mat4 model_view_matrix;
float getDepth(vec2 screen_uv, sampler2D depth_texture, mat4 inv_projection_matrix){
// Credit: https://godotshaders.com/shader/depth-modulated-pixel-outline-in-screen-space/
float raw_depth = texture(depth_texture, screen_uv)[0];
vec3 normalized_device_coordinates = vec3(screen_uv * 2.0 - 1.0, raw_depth);
vec4 view_space = inv_projection_matrix * vec4(normalized_device_coordinates, 1.0);
view_space.xyz /= view_space.w;
return -view_space.z;
}
vec3 getPos(float depth, mat4 mvm, mat4 ipm, vec2 suv, mat4 wm, mat4 icm){
vec4 pos = inverse(mvm) * ipm * vec4((suv * 2.0 - 1.0), depth * 2.0 - 1.0, 1.0);
pos.xyz /= (pos.w+0.0001*(1.-abs(sign(pos.w))));
return (pos*icm).xyz+wm[3].xyz;
}
float normalIndicator(vec3 normalEdgeBias, vec3 baseNormal, vec3 newNormal, float depth_diff){
// Credit: https://threejs.org/examples/webgl_postprocessing_pixel.html
float normalDiff = dot(baseNormal - newNormal, normalEdgeBias);
float normalIndicator = clamp(smoothstep(-.01, .01, normalDiff), 0.0, 1.0);
float depthIndicator = clamp(sign(depth_diff * .25 + .0025), 0.0, 1.0);
return (1.0 - dot(baseNormal, newNormal)) * depthIndicator * normalIndicator;
}
void vertex(){
model_view_matrix = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);
}
void fragment() {
vec2 e = vec2(1./VIEWPORT_SIZE.xy);
// Shadows
float depth_diff = 0.0;
float neg_depth_diff = .5;
if (shadows_enabled) {
float depth = getDepth(SCREEN_UV, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
float du = getDepth(SCREEN_UV+vec2(0., -1.)*e, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
float dr = getDepth(SCREEN_UV+vec2(1., 0.)*e, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
float dd = getDepth(SCREEN_UV+vec2(0., 1.)*e, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
float dl = getDepth(SCREEN_UV+vec2(-1., 0.)*e, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
depth_diff += clamp(du - depth, 0., 1.);
depth_diff += clamp(dd - depth, 0., 1.);
depth_diff += clamp(dr - depth, 0., 1.);
depth_diff += clamp(dl - depth, 0., 1.);
neg_depth_diff += depth - du;
neg_depth_diff += depth - dd;
neg_depth_diff += depth - dr;
neg_depth_diff += depth - dl;
neg_depth_diff = clamp(neg_depth_diff, 0., 1.);
neg_depth_diff = clamp(smoothstep(0.5, 0.5, neg_depth_diff)*10., 0., 1.);
depth_diff = smoothstep(0.2, 0.3, depth_diff);
// ALBEDO = vec3(neg_depth_diff);
}
// Highlights
float normal_diff = 0.;
if (highlights_enabled) {
vec3 normal = texture(NORMAL_TEXTURE, SCREEN_UV).rgb * 2.0 - 1.0;
vec3 nu = texture(NORMAL_TEXTURE, SCREEN_UV+vec2(0., -1.)*e).rgb * 2.0 - 1.0;
vec3 nr = texture(NORMAL_TEXTURE, SCREEN_UV+vec2(1., 0.)*e).rgb * 2.0 - 1.0;
vec3 nd = texture(NORMAL_TEXTURE, SCREEN_UV+vec2(0., 1.)*e).rgb * 2.0 - 1.0;
vec3 nl = texture(NORMAL_TEXTURE, SCREEN_UV+vec2(-1., 0.)*e).rgb * 2.0 - 1.0;
vec3 normal_edge_bias = (vec3(1., 1., 1.));
normal_diff += normalIndicator(normal_edge_bias, normal, nu, depth_diff);
normal_diff += normalIndicator(normal_edge_bias, normal, nr, depth_diff);
normal_diff += normalIndicator(normal_edge_bias, normal, nd, depth_diff);
normal_diff += normalIndicator(normal_edge_bias, normal, nl, depth_diff);
normal_diff = smoothstep(0.2, 0.8, normal_diff);
normal_diff = clamp(normal_diff-neg_depth_diff, 0., 1.);
// ALBEDO = vec3(normal_diff);
}
vec3 original_color = texture(SCREEN_TEXTURE, SCREEN_UV).rgb;
vec3 final_highlight_color = mix(original_color, highlight_color, highlight_strength);
vec3 final_shadow_color = mix(original_color, shadow_color, shadow_strength);
vec3 final = original_color;
if (highlights_enabled) {
final = mix(final, final_highlight_color, normal_diff);
}
if (shadows_enabled) {
final = mix(final, final_shadow_color, depth_diff);
}
ALBEDO = final;
float alpha_mask = depth_diff * float(shadows_enabled) + normal_diff * float(highlights_enabled);
ALPHA = clamp((alpha_mask) * 5., 0., 1.);
}

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shader_type canvas_item;
uniform sampler2D noise: repeat_enable;
uniform vec4 line_color: source_color;
uniform float line_count: hint_range(0.0, 2.0, 0.05) = 0.5;
uniform float line_density: hint_range(0.0, 1.0) = 0.5;
uniform float line_faloff: hint_range(0.0, 1.0) = 0.25;
uniform float mask_size: hint_range(0.0, 1.0) = 0.1;
uniform float mask_edge: hint_range(0.0, 1.0) = 0.5;
uniform float animation_speed: hint_range(1.0, 20.0) = 0.5;
float inv_lerp(float from, float to, float value){
return (value - from) / (to - from);
}
vec2 polar_coordinates(vec2 uv, vec2 center, float zoom, float repeat)
{
vec2 dir = uv - center;
float radius = length(dir) * 2.0;
float angle = atan(dir.y, dir.x) * 1.0/(PI * 2.0);
return mod(vec2(radius * zoom, angle * repeat), 1.0);
}
vec2 rotate_uv(vec2 uv, vec2 pivot, float rotation) {
float cosa = cos(rotation);
float sina = sin(rotation);
uv -= pivot;
return vec2(
cosa * uv.x - sina * uv.y,
cosa * uv.y + sina * uv.x
) + pivot;
}
void fragment(){
vec2 polar_uv = polar_coordinates(rotate_uv(UV, vec2(0.5), floor(fract(TIME) * animation_speed) ) , vec2(0.5), 0.01, line_count);
vec3 lines = texture(noise, polar_uv).rgb;
float mask_value = length(UV - vec2(0.5));
float mask = inv_lerp(mask_size, mask_edge, mask_value);
float result = 1.0 - (mask * line_density);
result = smoothstep(result, result + line_faloff, lines.r);
COLOR.rgb = vec3(line_color.rgb);
COLOR.a = min(line_color.a, result);
}

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// ATTENTION
// This shader uses multiple include files! Copying this file alone won't work!
// See https://github.com/eldskald/godot4-cel-shader for all the files!
shader_type spatial;
#define USE_ALPHA 0
#define USE_ALPHA_CUTOFF 0
#define USE_EMISSION 0
#define USE_REFLECTIONS 0
#define USE_NORMAL_MAP 0
#define USE_OCCLUSION 0
#define USE_ANISOTROPY 0
#define USE_BACKLIGHT 0
#define USE_REFRACTION 0
#if USE_ALPHA
render_mode depth_draw_always;
#endif
#include "includes/base-cel-shader.gdshaderinc"
#if USE_EMISSION
#include "includes/emission.gdshaderinc"
#endif
#if USE_REFLECTIONS
#include "includes/reflections.gdshaderinc"
#endif
#if USE_NORMAL_MAP
#include "includes/normal-map.gdshaderinc"
#endif
#if USE_OCCLUSION
#include "includes/occlusion.gdshaderinc"
#endif
#if USE_ANISOTROPY
#include "includes/anisotropy.gdshaderinc"
#endif
#if USE_BACKLIGHT
#include "includes/backlight.gdshaderinc"
#endif
#if USE_REFRACTION
#include "includes/refraction.gdshaderinc"
#elif !USE_REFRACTION && USE_ALPHA
#include "includes/transparency.gdshaderinc"
#endif
group_uniforms BaseProperties;
#if USE_ALPHA_CUTOFF
uniform float alpha_cutoff: hint_range(0.0, 1.0) = 0.5;
#endif
uniform vec4 color: source_color = vec4(0.7, 0.12, 0.86, 1.0);
uniform sampler2D base_texture: source_color;
uniform vec4 specular: source_color = vec4(0.3, 0.3, 0.3, 0.5);
uniform sampler2D specular_texture: hint_default_white;
uniform vec4 fresnel: source_color = vec4(0.2, 0.2, 0.2, 0.3);
uniform sampler2D fresnel_texture: hint_default_white;
group_uniforms;
varying vec3 SPECULAR_COLOR;
varying float SPECULAR_AMOUNT2;
varying vec3 FRESNEL_COLOR;
varying float FRESNEL_AMOUNT;
group_uniforms Tiling;
uniform vec2 uv_scale = vec2(1,1);
uniform vec2 uv_offset = vec2(0,0);
group_uniforms;
void vertex() {
UV = UV * uv_scale.xy + uv_offset.xy;
}
void fragment() {
ALBEDO = color.rgb * texture(base_texture, UV).rgb;
#if USE_ALPHA
float alpha = color.a * texture(base_texture, UV).a;
ALBEDO *= alpha;
#elif USE_ALPHA_CUTOFF
ALPHA = color.a * texture(base_texture, UV).a;
ALPHA_SCISSOR_THRESHOLD = color.a * texture(base_texture, UV).a;
#endif
#if USE_REFRACTION && USE_ALPHA
EMISSION += refraction_fragment(alpha, NORMAL, SCREEN_UV, FRAGCOORD.z);
#elif !USE_REFRACTION && USE_ALPHA
EMISSION += transparency_fragment(alpha, SCREEN_UV);
#endif
SPECULAR_COLOR = specular.rgb * texture(specular_texture, UV).rgb;
SPECULAR_AMOUNT2 = specular.a * texture(specular_texture, UV).a;
FRESNEL_COLOR = fresnel.rgb * texture(fresnel_texture, UV).rgb;
FRESNEL_AMOUNT = fresnel.a * texture(fresnel_texture, UV).a;
#if USE_EMISSION
EMISSION += emission_fragment(UV);
#endif
#if USE_REFLECTIONS
Surface surf = reflections_fragment(UV);
METALLIC = surf.metallic;
ROUGHNESS = surf.roughness;
#endif
#if USE_NORMAL_MAP
NormalData normal = normal_map_fragment(UV, NORMAL, TANGENT, BINORMAL);
NORMAL = normal.vector;
NORMAL_MAP = normal.map;
NORMAL_MAP_DEPTH = normal.depth;
#endif
#if USE_OCCLUSION
OcclusionData occlusion = occlusion_fragment(UV);
AO = occlusion.ao;
AO_LIGHT_AFFECT = occlusion.ao_light_affect;
#endif
#if USE_ANISOTROPY
AnisotropyData aniso = anisotropy_fragment(UV);
ANISOTROPY_DIR = aniso.direction;
ANISOTROPY_RATIO = aniso.ratio;
#endif
#if USE_BACKLIGHT
BACKLIGHT = backlight_fragment(UV);
#endif
}
void light() {
#if USE_BACKLIGHT
DIFFUSE_LIGHT += backlight_diffuse(
ALBEDO,
LIGHT_COLOR,
LIGHT,
NORMAL,
ATTENUATION,
BACKLIGHT
);
#else
DIFFUSE_LIGHT += diffuse_light(
ALBEDO,
LIGHT_COLOR,
LIGHT,
NORMAL,
ATTENUATION
);
#endif
#if USE_ANISOTROPY
SPECULAR_LIGHT += anisotropy_specular(
LIGHT_COLOR,
SPECULAR_COLOR,
SPECULAR_AMOUNT,
NORMAL,
VIEW,
LIGHT,
ATTENUATION,
UV,
ANISOTROPY_DIR,
ANISOTROPY_RATIO
);
#else
SPECULAR_LIGHT += specular_light(
LIGHT_COLOR,
SPECULAR_COLOR,
SPECULAR_AMOUNT,
NORMAL,
VIEW,
LIGHT,
ATTENUATION
);
#endif
SPECULAR_LIGHT += fresnel_light(
LIGHT_COLOR,
FRESNEL_COLOR,
FRESNEL_AMOUNT,
NORMAL,
VIEW,
LIGHT,
ATTENUATION
);
}