FINALLY FIXED REVOLVER CHAMBER

This commit is contained in:
derek
2025-01-20 13:29:56 -06:00
parent 4638c97b84
commit f66b5a81b8
11 changed files with 460 additions and 541 deletions

View File

@@ -4,26 +4,26 @@ 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
@@ -58,14 +58,14 @@ varying flat mat4 model_view_matrix;
#endif// !SUPPORT_MOBILE
struct UVNeighbors {
vec2 center;
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 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;
};
@@ -124,16 +124,16 @@ float getGrazingAngleModulation(vec3 pixel_normal, vec3 view) {
}
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 +
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));
}
@@ -159,17 +159,17 @@ vec3 reconstructWorldNormal(sampler2D depth_tex, mat4 model_view, mat4 inv_proj,
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) :
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) :
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));
@@ -190,19 +190,19 @@ float detectEdgesNormalReconstructed(UVNeighbors uvs, sampler2D depth_tex, mat4
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(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
@@ -215,26 +215,26 @@ float detectEdgesNormal(UVNeighbors uvs, sampler2D normTex, vec3 camDirWorld){
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(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
@@ -242,31 +242,31 @@ void vertex() {
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;
}