shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx,skip_vertex_transform; /* This is an example stripped down shader with maximum performance in mind. * Only Autoshader/Base/Over/Blend/Holes/Colormap are supported. * All terrain normal calculations take place in vetex() as well as control map reads * for the bilinear blend, when not skippable have moved to vertex() too. * * A single controlmap lookup in fragment is added at distances where the vertices spread too wide. */ // Defined Constants #define SKIP_PASS 0 #define VERTEX_PASS 1 #define FRAGMENT_PASS 2 #if CURRENT_RENDERER == RENDERER_COMPATIBILITY #define fma(a, b, c) ((a) * (b) + (c)) #define dFdxCoarse(a) dFdx(a) #define dFdyCoarse(a) dFdy(a) #endif // Private uniforms uniform vec3 _camera_pos = vec3(0.f); uniform float _mesh_size = 48.f; uniform uint _background_mode = 1u; // NONE = 0, FLAT = 1, NOISE = 2 uniform uint _mouse_layer = 0x80000000u; // Layer 32 uniform float _vertex_spacing = 1.0; uniform float _vertex_density = 1.0; // = 1/_vertex_spacing uniform float _region_size = 1024.0; uniform float _region_texel_size = 0.0009765625; // = 1/1024 uniform int _region_map_size = 32; uniform int _region_map[1024]; uniform vec2 _region_locations[1024]; uniform float _texture_normal_depth_array[32]; uniform float _texture_ao_strength_array[32]; uniform float _texture_roughness_mod_array[32]; uniform float _texture_uv_scale_array[32]; uniform vec4 _texture_color_array[32]; uniform highp sampler2DArray _height_maps : repeat_disable; uniform highp sampler2DArray _control_maps : repeat_disable; uniform highp sampler2DArray _color_maps : source_color, filter_linear_mipmap, repeat_disable; uniform highp sampler2DArray _texture_array_albedo : source_color, filter_linear_mipmap, repeat_enable; uniform highp sampler2DArray _texture_array_normal : hint_normal, filter_linear_mipmap, repeat_enable; // Public uniforms uniform float auto_slope : hint_range(0, 10) = 1.0; uniform float auto_height_reduction : hint_range(0, 1) = 0.1; uniform int auto_base_texture : hint_range(0, 31) = 0; uniform int auto_overlay_texture : hint_range(0, 31) = 1; uniform bool height_blending = true; uniform bool world_space_normal_blend = true; uniform float blend_sharpness : hint_range(0, 1) = 0.87; // Varyings & Types struct Material { vec4 alb_ht; vec4 nrm_rg; int base; int over; float blend; float nrm_depth; float ao_str; }; varying vec3 v_vertex; varying vec3 v_normal; varying flat uint v_control[4]; varying flat int v_lerp; varying mat3 v_tbn; //////////////////////// // Vertex //////////////////////// // Takes in world space XZ (UV) coordinates & search depth (only applicable for background mode none) // Returns ivec3 with: // XY: (0 to _region_size - 1) coordinates within a region // Z: layer index used for texturearrays, -1 if not in a region ivec3 get_index_coord(const vec2 uv, const int search) { vec2 r_uv = round(uv); vec2 o_uv = mod(r_uv,_region_size); ivec2 pos; int bounds, layer_index = -1; for (int i = -1; i < clamp(search, SKIP_PASS, FRAGMENT_PASS); i++) { if ((layer_index == -1 && _background_mode == 0u ) || i < 0) { r_uv -= i == -1 ? vec2(0.0) : vec2(float(o_uv.x <= o_uv.y), float(o_uv.y <= o_uv.x)); pos = ivec2(floor((r_uv) * _region_texel_size)) + (_region_map_size / 2); bounds = int(uint(pos.x | pos.y) < uint(_region_map_size)); layer_index = (_region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1); } } return ivec3(ivec2(mod(r_uv,_region_size)), layer_index); } // Takes in descaled (world_space / region_size) world to region space XZ (UV2) coordinates, returns vec3 with: // XY: (0. to 1.) coordinates within a region // Z: layer index used for texturearrays, -1 if not in a region vec3 get_index_uv(const vec2 uv2) { ivec2 pos = ivec2(floor(uv2)) + (_region_map_size / 2); int bounds = int(uint(pos.x | pos.y) < uint(_region_map_size)); int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1; return vec3(uv2 - _region_locations[layer_index], float(layer_index)); } void vertex() { // Get vertex of flat plane in world coordinates and set world UV v_vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; // Camera distance to vertex on flat plane float v_vertex_xz_dist = length(v_vertex.xz - _camera_pos.xz); // Geomorph vertex, set end and start for linear height interpolate float scale = MODEL_MATRIX[0][0]; float vertex_lerp = smoothstep(0.55, 0.95, (v_vertex_xz_dist / scale - _mesh_size - 4.0) / (_mesh_size - 2.0)); vec2 v_fract = fract(VERTEX.xz * 0.5) * 2.0; // For LOD0 morph from a regular grid to an alternating grid to align with LOD1+ vec2 shift = (scale < _vertex_spacing + 1e-6) ? // LOD0 or not // Shift from regular to symetric mix(v_fract, vec2(v_fract.x, -v_fract.y), round(fract(round(mod(v_vertex.z * _vertex_density, 4.0)) * round(mod(v_vertex.x * _vertex_density, 4.0)) * 0.25)) ) : // Symetric shift v_fract * round((fract(v_vertex.xz * 0.25 / scale) - 0.5) * 4.0); vec2 start_pos = v_vertex.xz * _vertex_density; vec2 end_pos = (v_vertex.xz - shift * scale) * _vertex_density; v_vertex.xz -= shift * scale * vertex_lerp; // UV coordinates in world space. Values are 0 to _region_size within regions UV = v_vertex.xz * _vertex_density; // UV coordinates in region space + texel offset. Values are 0 to 1 within regions UV2 = fma(UV, vec2(_region_texel_size), vec2(0.5 * _region_texel_size)); const vec3 offsets = vec3(0, 1, 2); ivec3 indexUV[4]; // control map lookups in vertex, used for bilinear blend in fragment. indexUV[0] = get_index_coord(start_pos + offsets.xy, VERTEX_PASS); indexUV[1] = get_index_coord(start_pos + offsets.yy, VERTEX_PASS); indexUV[2] = get_index_coord(start_pos + offsets.yx, VERTEX_PASS); indexUV[3] = get_index_coord(start_pos + offsets.xx, VERTEX_PASS); // Mask off Scale/Rotation/Navigation bits to 0, as they are not used. #define CONTROL_MASK 0xFFFFC07Du v_control[0] = floatBitsToUint(texelFetch(_control_maps, indexUV[0], 0)).r & CONTROL_MASK; v_control[1] = floatBitsToUint(texelFetch(_control_maps, indexUV[1], 0)).r & CONTROL_MASK; v_control[2] = floatBitsToUint(texelFetch(_control_maps, indexUV[2], 0)).r & CONTROL_MASK; v_control[3] = floatBitsToUint(texelFetch(_control_maps, indexUV[3], 0)).r & CONTROL_MASK; bool full_auto = !bool((v_control[0] & v_control[1] & v_control[2] & v_control[3]) & 0x1u); bool identical = !( (v_control[0] == v_control[1]) && (v_control[1] == v_control[2]) && (v_control[2] == v_control[3])); // Verticies are close enough, full auto shader, or all 4 indicies match, skip bilinear blend in fragment. v_lerp = scale < _vertex_spacing + 1e-3 && vertex_lerp < 1e-3 && (full_auto || identical) ? 1 : 0; // Discard vertices for Holes. 1 lookup bool hole = bool(v_control[3] >>2u & 0x1u); // Show holes to all cameras except mouse camera (on exactly 1 layer) if ( !(CAMERA_VISIBLE_LAYERS == _mouse_layer) && (hole || (_background_mode == 0u && indexUV[3].z == -1))) { v_vertex.x = 0. / 0.; } else { // Set final vertex height & calculate vertex normals. 3 lookups ivec3 uv_a = get_index_coord(start_pos, VERTEX_PASS); ivec3 uv_b = get_index_coord(end_pos, VERTEX_PASS); float h = mix(texelFetch(_height_maps, uv_a, 0).r,texelFetch(_height_maps, uv_b, 0).r,vertex_lerp); float u = mix(texelFetch(_height_maps, get_index_coord(start_pos + vec2(1,0), VERTEX_PASS), 0).r, texelFetch(_height_maps, get_index_coord(end_pos + vec2(1,0), VERTEX_PASS), 0).r, vertex_lerp); float v = mix(texelFetch(_height_maps, get_index_coord(start_pos + vec2(0,1), VERTEX_PASS), 0).r, texelFetch(_height_maps, get_index_coord(end_pos + vec2(0,1), VERTEX_PASS), 0).r, vertex_lerp); v_vertex.y = h; v_normal = vec3(h - u, _vertex_spacing, h - v); } // Convert model space to view space w/ skip_vertex_transform render mode VERTEX = (VIEW_MATRIX * vec4(v_vertex, 1.0)).xyz; // Apply terrain normals vec3 w_normal = normalize(v_normal); vec3 w_tangent = normalize(cross(w_normal, vec3(0.0, 0.0, 1.0))); vec3 w_binormal = normalize(cross(w_normal, w_tangent)); v_tbn = mat3(w_tangent, w_normal, w_binormal); NORMAL = normalize((VIEW_MATRIX * vec4(w_normal, 0.0)).xyz); BINORMAL = normalize((VIEW_MATRIX * vec4(w_binormal, 0.0)).xyz); TANGENT = normalize((VIEW_MATRIX * vec4(w_tangent, 0.0)).xyz); } //////////////////////// // Fragment //////////////////////// vec3 unpack_normal(vec4 rgba) { return fma(rgba.xzy, vec3(2.0), vec3(-1.0)); } vec3 pack_normal(vec3 n) { return fma(normalize(n.xzy), vec3(0.5), vec3(0.5)); } vec4 height_blend4(vec4 a_value, float a_height, vec4 b_value, float b_height, float blend) { if(height_blending) { float ma = max(a_height + (1.0 - blend), b_height + blend) - (1.001 - blend_sharpness); float b1 = max(a_height + (1.0 - blend) - ma, 0.0); float b2 = max(b_height + blend - ma, 0.0); return (a_value * b1 + b_value * b2) / (b1 + b2); } else { float contrast = 1.0 - blend_sharpness; float factor = (blend - contrast) / contrast; return mix(a_value, b_value, clamp(factor, 0.0, 1.0)); } } float height_blend1(float a_value, float a_height, float b_value, float b_height, float blend) { if(height_blending) { float ma = max(a_height + (1.0 - blend), b_height + blend) - (1.001 - blend_sharpness); float b1 = max(a_height + (1.0 - blend) - ma, 0.0); float b2 = max(b_height + blend - ma, 0.0); return (a_value * b1 + b_value * b2) / (b1 + b2); } else { float contrast = 1.0 - blend_sharpness; float factor = (blend - contrast) / contrast; return mix(a_value, b_value, clamp(factor, 0.0, 1.0)); } } // 2-4 lookups ( 2-6 with dual scaling ) void get_material(vec4 ddxy, uint control, vec3 iuv_center, out Material out_mat) { out_mat = Material(vec4(0.), vec4(0.), 0, 0, 0.0, 0.0, 0.0); int region = int(iuv_center.z); vec2 base_uv = v_vertex.xz * 0.5; ddxy *= 0.5; // Enable Autoshader if outside regions or painted in regions, otherwise manual painted bool auto_shader = region < 0 || bool(control & 0x1u); out_mat.base = int(auto_shader) * auto_base_texture + int(!auto_shader) * int(control >>27u & 0x1Fu); out_mat.over = int(auto_shader) * auto_overlay_texture + int(!auto_shader) * int(control >> 22u & 0x1Fu); out_mat.blend = float(auto_shader) * clamp( (auto_slope * 2. * ( v_tbn[1].y - 1.) + 1.) - auto_height_reduction * .01 * v_vertex.y // Reduce as vertices get higher , 0., 1.) + float(!auto_shader) * float(control >>14u & 0xFFu) * 0.003921568627450; // 1./255.0 out_mat.nrm_depth = _texture_normal_depth_array[out_mat.base]; out_mat.ao_str = _texture_ao_strength_array[out_mat.base]; vec2 matUV = base_uv; vec4 albedo_ht = vec4(0.); vec4 normal_rg = vec4(0.5, 0.5, 1.0, 1.0); vec4 albedo_far = vec4(0.); vec4 normal_far = vec4(0.5, 0.5, 1.0, 1.0); float mat_scale = _texture_uv_scale_array[out_mat.base]; vec4 base_dd = ddxy; if (out_mat.blend < 1.0) { // 2 lookups //each time we change scale, recalculate antitiling from baseline to maintain continuity. matUV = base_uv * mat_scale; base_dd *= mat_scale; albedo_ht = textureGrad(_texture_array_albedo, vec3(matUV, float(out_mat.base)), base_dd.xy, base_dd.zw); normal_rg = textureGrad(_texture_array_normal, vec3(matUV, float(out_mat.base)), base_dd.xy, base_dd.zw); // Unpack & rotate base normal for blending normal_rg.xyz = unpack_normal(normal_rg); } // Apply color to base albedo_ht.rgb *= _texture_color_array[out_mat.base].rgb; // Apply Roughness modifier to base normal_rg.a = clamp(normal_rg.a + _texture_roughness_mod_array[out_mat.base], 0., 1.); out_mat.alb_ht = albedo_ht; out_mat.nrm_rg = normal_rg; if (out_mat.blend > 0.) { // 2 lookups // Setup overlay texture to blend float mat_scale2 = _texture_uv_scale_array[out_mat.over]; vec2 matUV2 = base_uv * mat_scale2; vec4 over_dd = ddxy * mat_scale2; vec4 albedo_ht2 = textureGrad(_texture_array_albedo, vec3(matUV2, float(out_mat.over)), over_dd.xy, over_dd.zw); vec4 normal_rg2 = textureGrad(_texture_array_normal, vec3(matUV2, float(out_mat.over)), over_dd.xy, over_dd.zw); // Unpack & rotate overlay normal for blending normal_rg2.xyz = unpack_normal(normal_rg2); // Apply color to overlay albedo_ht2.rgb *= _texture_color_array[out_mat.over].rgb; // Apply Roughness modifier to overlay normal_rg2.a = clamp(normal_rg2.a + _texture_roughness_mod_array[out_mat.over], 0., 1.); // apply world space normal weighting from base, to overlay layer // Its a matrix Mult, but the value is rather high, so not cutting this one. if (world_space_normal_blend) { albedo_ht2.a *= bool(control >>3u & 0x1u) ? 1.0 : clamp((v_tbn * normal_rg.xyz).y, 0.0, 1.0); } // Blend overlay and base out_mat.alb_ht = height_blend4(albedo_ht, albedo_ht.a, albedo_ht2, albedo_ht2.a, out_mat.blend); out_mat.nrm_rg = height_blend4(normal_rg, albedo_ht.a, normal_rg2, albedo_ht2.a, out_mat.blend); out_mat.nrm_depth = height_blend1(_texture_normal_depth_array[out_mat.base], albedo_ht.a, _texture_normal_depth_array[out_mat.over], albedo_ht2.a, out_mat.blend); out_mat.ao_str = height_blend1(_texture_ao_strength_array[out_mat.base], albedo_ht.a, _texture_ao_strength_array[out_mat.over], albedo_ht2.a, out_mat.blend); } return; } void fragment() { // Recover UVs vec2 uv = UV; vec2 uv2 = UV2; vec3 base_ddx = dFdxCoarse(v_vertex); vec3 base_ddy = dFdyCoarse(v_vertex); vec4 base_derivatives = vec4(base_ddx.xz, base_ddy.xz); float region_mip = log2(max(length(base_ddx.xz), length(base_ddy.xz)) * _vertex_density); // Colormap. 1 lookup // For speed sake, we'll live with cross region artifacts. #define COLOR_MAP vec4(1.0, 1.0, 1.0, 0.5) vec3 region_uv = get_index_uv(uv2); vec4 color_map = region_uv.z > -1.0 ? textureLod(_color_maps, region_uv, region_mip) : COLOR_MAP; Material mat[4]; uint control = floatBitsToUint(texelFetch(_control_maps, get_index_coord(floor(uv), FRAGMENT_PASS), 0)).r; get_material(base_derivatives, control, region_uv, mat[3]); vec4 albedo_height = mat[3].alb_ht; vec4 normal_rough = mat[3].nrm_rg; float normal_map_depth = mat[3].nrm_depth; float ao_strength = mat[3].ao_str; // Only do blend if we really have to. if (v_lerp == 1) { get_material(base_derivatives, v_control[0], region_uv, mat[0]); get_material(base_derivatives, v_control[1], region_uv, mat[1]); get_material(base_derivatives, v_control[2], region_uv, mat[2]); // we dont need weights before this point when using vertex normals. vec2 weight = fract(uv); vec2 invert = 1.0 - weight; vec4 weights = vec4( invert.x * weight.y, // 0 weight.x * weight.y, // 1 weight.x * invert.y, // 2 invert.x * invert.y // 3 ); // Interpolate Albedo/Height/Normal/Roughness albedo_height = mat[0].alb_ht * weights[0] + mat[1].alb_ht * weights[1] + mat[2].alb_ht * weights[2] + mat[3].alb_ht * weights[3] ; normal_rough = mat[0].nrm_rg * weights[0] + mat[1].nrm_rg * weights[1] + mat[2].nrm_rg * weights[2] + mat[3].nrm_rg * weights[3] ; normal_map_depth = mat[0].nrm_depth * weights[0] + mat[1].nrm_depth * weights[1] + mat[2].nrm_depth * weights[2] + mat[3].nrm_depth * weights[3] ; ao_strength = mat[0].ao_str * weights[0] + mat[1].ao_str * weights[1] + mat[2].ao_str * weights[2] + mat[3].ao_str * weights[3] ; } // Wetness/roughness modifier, converting 0 - 1 range to -1 to 1 range float roughness = fma(color_map.a - 0.5, 2.0, normal_rough.a); // Apply PBR ALBEDO = albedo_height.rgb * color_map.rgb; ROUGHNESS = roughness; SPECULAR = 1. - normal_rough.a; NORMAL_MAP = pack_normal(normal_rough.rgb); NORMAL_MAP_DEPTH = normal_map_depth; // Higher and/or facing up, less occluded. // This is also virtually free. float ao = (1.0 - (albedo_height.a * log(2.1 - ao_strength))) * (1.0 - normal_rough.y); AO = clamp(1.0 - ao * ao_strength, albedo_height.a, 1.0); AO_LIGHT_AFFECT = albedo_height.a; }