project_teddy/addons/zylann.hterrain/shaders/multisplat16_lite.gdshader

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shader_type spatial;
// WIP
// This shader uses a texture array with multiple splatmaps, allowing up to 16 textures.
// Only the 4 textures having highest blending weight are sampled.
#include "include/heightmap_rgb8_encoding.gdshaderinc"
uniform sampler2D u_terrain_heightmap;
uniform sampler2D u_terrain_normalmap;
// I had to remove source_color` from colormap in Godot 3 because it makes sRGB conversion kick in,
// which snowballs to black when doing GPU painting on that texture...
uniform sampler2D u_terrain_colormap;
uniform sampler2D u_terrain_splatmap;
uniform sampler2D u_terrain_splatmap_1;
uniform sampler2D u_terrain_splatmap_2;
uniform sampler2D u_terrain_splatmap_3;
uniform sampler2D u_terrain_globalmap : source_color;
uniform mat4 u_terrain_inverse_transform;
uniform mat3 u_terrain_normal_basis;
uniform sampler2DArray u_ground_albedo_bump_array : source_color;
uniform float u_ground_uv_scale = 20.0;
uniform bool u_depth_blending = true;
uniform float u_globalmap_blend_start;
uniform float u_globalmap_blend_distance;
varying float v_hole;
varying vec3 v_tint;
varying vec2 v_terrain_uv;
varying vec3 v_ground_uv;
varying float v_distance_to_camera;
// TODO Can't put this in a constant: https://github.com/godotengine/godot/issues/44145
//const int TEXTURE_COUNT = 16;
vec3 unpack_normal(vec4 rgba) {
vec3 n = rgba.xzy * 2.0 - vec3(1.0);
// Had to negate Z because it comes from Y in the normal map,
// and OpenGL-style normal maps are Y-up.
n.z *= -1.0;
return n;
}
// Blends weights according to the bump of detail textures,
// so for example it allows to have sand fill the gaps between pebbles
vec4 get_depth_blended_weights(vec4 splat, vec4 bumps) {
float dh = 0.2;
vec4 h = bumps + splat;
// TODO Keep improving multilayer blending, there are still some edge cases...
// Mitigation: nullify layers with near-zero splat
h *= smoothstep(0, 0.05, splat);
vec4 d = h + dh;
d.r -= max(h.g, max(h.b, h.a));
d.g -= max(h.r, max(h.b, h.a));
d.b -= max(h.g, max(h.r, h.a));
d.a -= max(h.g, max(h.b, h.r));
return clamp(d, 0, 1);
}
vec3 get_triplanar_blend(vec3 world_normal) {
vec3 blending = abs(world_normal);
blending = normalize(max(blending, vec3(0.00001))); // Force weights to sum to 1.0
float b = blending.x + blending.y + blending.z;
return blending / vec3(b, b, b);
}
vec4 texture_triplanar(sampler2D tex, vec3 world_pos, vec3 blend) {
vec4 xaxis = texture(tex, world_pos.yz);
vec4 yaxis = texture(tex, world_pos.xz);
vec4 zaxis = texture(tex, world_pos.xy);
// blend the results of the 3 planar projections.
return xaxis * blend.x + yaxis * blend.y + zaxis * blend.z;
}
void get_splat_weights(vec2 uv, out vec4 out_high_indices, out vec4 out_high_weights) {
vec4 ew0 = texture(u_terrain_splatmap, uv);
vec4 ew1 = texture(u_terrain_splatmap_1, uv);
vec4 ew2 = texture(u_terrain_splatmap_2, uv);
vec4 ew3 = texture(u_terrain_splatmap_3, uv);
float weights[16] = {
ew0.r, ew0.g, ew0.b, ew0.a,
ew1.r, ew1.g, ew1.b, ew1.a,
ew2.r, ew2.g, ew2.b, ew2.a,
ew3.r, ew3.g, ew3.b, ew3.a
};
// float weights_sum = 0.0;
// for (int i = 0; i < 16; ++i) {
// weights_sum += weights[i];
// }
// for (int i = 0; i < 16; ++i) {
// weights_sum /= weights_sum;
// }
// weights_sum=1.1;
// Now we have to pick the 4 highest weights and use them to blend textures.
// Using arrays because Godot's shader version doesn't support dynamic indexing of vectors
// TODO We should not need to initialize, but apparently we don't always find 4 weights
int high_indices_array[4] = {0, 0, 0, 0};
float high_weights_array[4] = {0.0, 0.0, 0.0, 0.0};
int count = 0;
// We know weights are supposed to be normalized.
// That means the highest value of the pivot above which we can find 4 results
// is 1.0 / 4.0. However that would mean exactly 4 textures have exactly that weight,
// which is very unlikely. If we consider 1.0 / 5.0, we are a bit more likely to find
// 4 results, and finding 5 results remains almost impossible.
float pivot = /*weights_sum*/1.0 / 5.0;
for (int i = 0; i < 16; ++i) {
if (weights[i] > pivot) {
high_weights_array[count] = weights[i];
high_indices_array[count] = i;
weights[i] = 0.0;
++count;
}
}
while (count < 4 && pivot > 0.0) {
float max_weight = 0.0;
int max_index = 0;
for (int i = 0; i < 16; ++i) {
if (/*weights[i] <= pivot && */weights[i] > max_weight) {
max_weight = weights[i];
max_index = i;
weights[i] = 0.0;
}
}
high_indices_array[count] = max_index;
high_weights_array[count] = max_weight;
++count;
pivot = max_weight;
}
out_high_weights = vec4(
high_weights_array[0], high_weights_array[1],
high_weights_array[2], high_weights_array[3]);
out_high_indices = vec4(
float(high_indices_array[0]), float(high_indices_array[1]),
float(high_indices_array[2]), float(high_indices_array[3]));
out_high_weights /=
out_high_weights.r + out_high_weights.g + out_high_weights.b + out_high_weights.a;
}
void vertex() {
vec4 wpos = MODEL_MATRIX * vec4(VERTEX, 1);
vec2 cell_coords = (u_terrain_inverse_transform * wpos).xz;
// Must add a half-offset so that we sample the center of pixels,
// otherwise bilinear filtering of the textures will give us mixed results (#183)
cell_coords += vec2(0.5);
// Normalized UV
UV = cell_coords / vec2(textureSize(u_terrain_heightmap, 0));
// Height displacement
float h = decode_height_from_rgb8_unorm(texture(u_terrain_heightmap, UV).rgb);
VERTEX.y = h;
wpos.y = h;
vec3 base_ground_uv = vec3(cell_coords.x, h * MODEL_MATRIX[1][1], cell_coords.y);
v_ground_uv = base_ground_uv / u_ground_uv_scale;
// Putting this in vertex saves a fetch from the fragment shader,
// which is good for performance at a negligible quality cost,
// provided that geometry is a regular grid that decimates with LOD.
// (downside is LOD will also decimate it, but it's not bad overall)
vec4 tint = texture(u_terrain_colormap, UV);
v_hole = tint.a;
v_tint = tint.rgb;
// Need to use u_terrain_normal_basis to handle scaling.
NORMAL = u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV));
v_distance_to_camera = distance(wpos.xyz, CAMERA_POSITION_WORLD);
}
void fragment() {
if (v_hole < 0.5) {
// TODO Add option to use vertex discarding instead, using NaNs
discard;
}
vec3 terrain_normal_world =
u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV));
terrain_normal_world = normalize(terrain_normal_world);
float globalmap_factor = clamp((v_distance_to_camera - u_globalmap_blend_start)
* u_globalmap_blend_distance, 0.0, 1.0);
globalmap_factor *= globalmap_factor; // slower start, faster transition but far away
vec3 global_albedo = texture(u_terrain_globalmap, UV).rgb;
ALBEDO = global_albedo;
// Doing this branch allows to spare a bunch of texture fetches for distant pixels.
// Eventually, there could be a split between near and far shaders in the future,
// if relevant on high-end GPUs
if (globalmap_factor < 1.0) {
vec4 high_indices;
vec4 high_weights;
get_splat_weights(UV, high_indices, high_weights);
vec4 ab0 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.x));
vec4 ab1 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.y));
vec4 ab2 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.z));
vec4 ab3 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.w));
vec3 col0 = ab0.rgb * v_tint;
vec3 col1 = ab1.rgb * v_tint;
vec3 col2 = ab2.rgb * v_tint;
vec3 col3 = ab3.rgb * v_tint;
vec4 w;
// TODO An #ifdef macro would be nice! Or copy/paste everything in a different shader...
if (u_depth_blending) {
w = get_depth_blended_weights(high_weights, vec4(ab0.a, ab1.a, ab2.a, ab3.a));
} else {
w = high_weights;
}
float w_sum = (w.r + w.g + w.b + w.a);
ALBEDO = (
w.r * col0.rgb +
w.g * col1.rgb +
w.b * col2.rgb +
w.a * col3.rgb) / w_sum;
ALBEDO = mix(ALBEDO, global_albedo, globalmap_factor);
ROUGHNESS = mix(ROUGHNESS, 1.0, globalmap_factor);
// if(count < 3) {
// ALBEDO = vec3(1.0, 0.0, 0.0);
// }
// Show splatmap weights
//ALBEDO = w.rgb;
}
// Highlight all pixels undergoing no splatmap at all
// else {
// ALBEDO = vec3(1.0, 0.0, 0.0);
// }
NORMAL = (VIEW_MATRIX * (vec4(terrain_normal_world, 0.0))).xyz;
}