212 lines
6.8 KiB
Text
212 lines
6.8 KiB
Text
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shader_type spatial;
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// This is a shader with less textures, in case the main one doesn't run on your GPU.
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// It's mostly a big copy/paste, because Godot doesn't support #include or #ifdef...
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#include "include/heightmap_rgb8_encoding.gdshaderinc"
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uniform sampler2D u_terrain_heightmap;
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uniform sampler2D u_terrain_normalmap;
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// I had to remove `hint_albedo` from colormap in Godot 3 because it makes sRGB conversion kick in,
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// which snowballs to black when doing GPU painting on that texture...
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uniform sampler2D u_terrain_colormap;// : hint_albedo;
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uniform sampler2D u_terrain_splatmap;
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uniform mat4 u_terrain_inverse_transform;
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uniform mat3 u_terrain_normal_basis;
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uniform sampler2D u_ground_albedo_bump_0 : source_color;
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uniform sampler2D u_ground_albedo_bump_1 : source_color;
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uniform sampler2D u_ground_albedo_bump_2 : source_color;
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uniform sampler2D u_ground_albedo_bump_3 : source_color;
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uniform float u_ground_uv_scale = 20.0;
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uniform bool u_depth_blending = true;
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uniform bool u_triplanar = false;
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// Each component corresponds to a ground texture. Set greater than zero to enable.
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uniform vec4 u_tile_reduction = vec4(0.0, 0.0, 0.0, 0.0);
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varying vec4 v_tint;
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varying vec4 v_splat;
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varying vec3 v_ground_uv;
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vec3 unpack_normal(vec4 rgba) {
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vec3 n = rgba.xzy * 2.0 - vec3(1.0);
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// Had to negate Z because it comes from Y in the normal map,
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// and OpenGL-style normal maps are Y-up.
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n.z *= -1.0;
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return n;
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}
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// Blends weights according to the bump of detail textures,
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// so for example it allows to have sand fill the gaps between pebbles
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vec4 get_depth_blended_weights(vec4 splat, vec4 bumps) {
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float dh = 0.2;
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vec4 h = bumps + splat;
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// TODO Keep improving multilayer blending, there are still some edge cases...
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// Mitigation: nullify layers with near-zero splat
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h *= smoothstep(0, 0.05, splat);
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vec4 d = h + dh;
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d.r -= max(h.g, max(h.b, h.a));
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d.g -= max(h.r, max(h.b, h.a));
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d.b -= max(h.g, max(h.r, h.a));
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d.a -= max(h.g, max(h.b, h.r));
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return clamp(d, 0, 1);
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}
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vec3 get_triplanar_blend(vec3 world_normal) {
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vec3 blending = abs(world_normal);
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blending = normalize(max(blending, vec3(0.00001))); // Force weights to sum to 1.0
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float b = blending.x + blending.y + blending.z;
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return blending / vec3(b, b, b);
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}
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vec4 texture_triplanar(sampler2D tex, vec3 world_pos, vec3 blend) {
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vec4 xaxis = texture(tex, world_pos.yz);
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vec4 yaxis = texture(tex, world_pos.xz);
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vec4 zaxis = texture(tex, world_pos.xy);
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// blend the results of the 3 planar projections.
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return xaxis * blend.x + yaxis * blend.y + zaxis * blend.z;
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}
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vec4 depth_blend2(vec4 a, vec4 b, float t) {
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// https://www.gamasutra.com
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// /blogs/AndreyMishkinis/20130716/196339/Advanced_Terrain_Texture_Splatting.php
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float d = 0.1;
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float ma = max(a.a + (1.0 - t), b.a + t) - d;
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float ba = max(a.a + (1.0 - t) - ma, 0.0);
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float bb = max(b.a + t - ma, 0.0);
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return (a * ba + b * bb) / (ba + bb);
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}
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vec4 texture_antitile(sampler2D tex, vec2 uv) {
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float frequency = 2.0;
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float scale = 1.3;
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float sharpness = 0.7;
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// Rotate and scale UV
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float rot = 3.14 * 0.6;
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float cosa = cos(rot);
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float sina = sin(rot);
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vec2 uv2 = vec2(cosa * uv.x - sina * uv.y, sina * uv.x + cosa * uv.y) * scale;
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vec4 col0 = texture(tex, uv);
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vec4 col1 = texture(tex, uv2);
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//col0 = vec4(0.0, 0.0, 1.0, 1.0);
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// Periodically alternate between the two versions using a warped checker pattern
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float t = 0.5 + 0.5
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* sin(uv2.x * frequency + sin(uv.x) * 2.0)
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* cos(uv2.y * frequency + sin(uv.y) * 2.0);
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// Using depth blend because classic alpha blending smoothes out details
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return depth_blend2(col0, col1, smoothstep(0.5 * sharpness, 1.0 - 0.5 * sharpness, t));
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}
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void vertex() {
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vec2 cell_coords = (u_terrain_inverse_transform * MODEL_MATRIX * vec4(VERTEX, 1)).xz;
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// Must add a half-offset so that we sample the center of pixels,
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// otherwise bilinear filtering of the textures will give us mixed results.
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cell_coords += vec2(0.5);
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// Normalized UV
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UV = cell_coords / vec2(textureSize(u_terrain_heightmap, 0));
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// Height displacement
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float h = decode_height_from_rgb8_unorm(texture(u_terrain_heightmap, UV).rgb);
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VERTEX.y = h;
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v_ground_uv = vec3(cell_coords.x, h * MODEL_MATRIX[1][1], cell_coords.y) / u_ground_uv_scale;
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// Putting this in vertex saves 2 fetches from the fragment shader,
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// which is good for performance at a negligible quality cost,
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// provided that geometry is a regular grid that decimates with LOD.
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// (downside is LOD will also decimate tint and splat, but it's not bad overall)
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v_tint = texture(u_terrain_colormap, UV);
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v_splat = texture(u_terrain_splatmap, UV);
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// Need to use u_terrain_normal_basis to handle scaling.
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NORMAL = u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV));
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}
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void fragment() {
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if (v_tint.a < 0.5) {
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// TODO Add option to use vertex discarding instead, using NaNs
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discard;
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}
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vec3 terrain_normal_world =
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u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV));
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terrain_normal_world = normalize(terrain_normal_world);
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// TODO Detail should only be rasterized on nearby chunks (needs proximity management to switch shaders)
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vec2 ground_uv = v_ground_uv.xz;
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vec4 ab0, ab1, ab2, ab3;
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if (u_triplanar) {
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// Only do triplanar on one texture slot,
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// because otherwise it would be very expensive and cost many more ifs.
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// I chose the last slot because first slot is the default on new splatmaps,
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// and that's a feature used for cliffs, which are usually designed later.
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vec3 blending = get_triplanar_blend(terrain_normal_world);
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ab3 = texture_triplanar(u_ground_albedo_bump_3, v_ground_uv, blending);
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} else {
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if (u_tile_reduction[3] > 0.0) {
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ab3 = texture(u_ground_albedo_bump_3, ground_uv);
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} else {
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ab3 = texture_antitile(u_ground_albedo_bump_3, ground_uv);
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}
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}
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if (u_tile_reduction[0] > 0.0) {
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ab0 = texture_antitile(u_ground_albedo_bump_0, ground_uv);
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} else {
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ab0 = texture(u_ground_albedo_bump_0, ground_uv);
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}
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if (u_tile_reduction[1] > 0.0) {
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ab1 = texture_antitile(u_ground_albedo_bump_1, ground_uv);
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} else {
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ab1 = texture(u_ground_albedo_bump_1, ground_uv);
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}
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if (u_tile_reduction[2] > 0.0) {
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ab2 = texture_antitile(u_ground_albedo_bump_2, ground_uv);
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} else {
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ab2 = texture(u_ground_albedo_bump_2, ground_uv);
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}
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vec3 col0 = ab0.rgb;
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vec3 col1 = ab1.rgb;
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vec3 col2 = ab2.rgb;
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vec3 col3 = ab3.rgb;
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vec4 w;
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// TODO An #ifdef macro would be nice! Or copy/paste everything in a different shader...
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if (u_depth_blending) {
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w = get_depth_blended_weights(v_splat, vec4(ab0.a, ab1.a, ab2.a, ab3.a));
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} else {
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w = v_splat.rgba;
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}
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float w_sum = (w.r + w.g + w.b + w.a);
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ALBEDO = v_tint.rgb * (
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w.r * col0.rgb +
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w.g * col1.rgb +
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w.b * col2.rgb +
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w.a * col3.rgb) / w_sum;
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ROUGHNESS = 1.0;
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NORMAL = (VIEW_MATRIX * (vec4(terrain_normal_world, 0.0))).xyz;
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//ALBEDO = w.rgb;
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//ALBEDO = v_ground_uv.xyz;
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}
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