shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx; uniform vec4 albedo : hint_color; uniform sampler2D texture_albedo : hint_albedo; uniform sampler2D texture_grass_2 : hint_albedo; uniform sampler2D texture_albedo_2 : hint_albedo; uniform sampler2D texture_albedo_hsv : hint_white; uniform sampler2D texture_albedo_mix : hint_black; uniform float specular; uniform float metallic; uniform float roughness : hint_range(0,1); uniform float point_size : hint_range(0,128); uniform sampler2D texture_roughness : hint_white; uniform vec4 roughness_texture_channel; uniform sampler2D texture_normal : hint_normal; uniform float normal_scale : hint_range(-16,16); uniform sampler2D texture_ambient_occlusion : hint_white; uniform vec4 ao_texture_channel; uniform float ao_light_affect; uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; uniform vec3 hsv; uniform float grass_level = 1.0; varying vec2 base_uv; varying vec2 rotated_uv; varying vec2 rotated_uv_mask; vec2 rotateUVmatrinx(vec2 uv, vec2 pivot, float rotation) { mat2 rotation_matrix=mat2( vec2(sin(rotation),-cos(rotation)), vec2(cos(rotation),sin(rotation)) ); uv -= pivot; uv= uv*rotation_matrix; uv += pivot; return uv; } vec2 rotateUV(vec2 uv, vec2 pivot, float rotation) { float sine = sin(rotation); float cosine = cos(rotation); uv -= pivot; uv.x = uv.x * cosine - uv.y * sine; uv.y = uv.x * sine + uv.y * cosine; uv += pivot; return uv; } vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void vertex() { base_uv=UV*uv1_scale.xy+uv1_offset.xy; rotated_uv = rotateUVmatrinx(base_uv, vec2(0.5), (VERTEX.x)); rotated_uv = base_uv; rotated_uv_mask = rotateUVmatrinx(UV, vec2(0.5), (VERTEX.x)); rotated_uv_mask = UV; } void fragment() { // vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo,rotated_uv); vec4 grass_2_tex = texture(texture_grass_2,rotated_uv); vec4 albedo_2_tex = texture(texture_albedo_2,rotated_uv); vec4 albedo_hsv_tex = texture(texture_albedo_hsv,rotated_uv_mask); vec4 albedo_mix_tex = texture(texture_albedo_mix,rotated_uv_mask); ALBEDO = albedo.rgb * albedo_tex.rgb; // ALBEDO = mix( ALBEDO, grass_2_tex.rgb, 0.5 ); vec3 hsv_albedo = rgb2hsv(ALBEDO); vec3 hsv_mask = rgb2hsv( albedo_hsv_tex.rgb ); hsv_albedo.x = hsv_mask.x; hsv_albedo.y = hsv_mask.y; hsv_albedo.z *= hsv_mask.z; ALBEDO = hsv2rgb( hsv_albedo ); ALBEDO = mix( ALBEDO, albedo_2_tex.rgb, min( 1.0, max(-1.0, albedo_mix_tex.r-grass_level)) ); METALLIC = metallic; float roughness_tex = dot(texture(texture_roughness,rotated_uv),roughness_texture_channel); ROUGHNESS = roughness_tex * roughness; SPECULAR = specular; NORMALMAP = texture(texture_normal,rotated_uv).rgb; NORMALMAP_DEPTH = normal_scale; AO = dot(texture(texture_ambient_occlusion,rotated_uv),ao_texture_channel); AO_LIGHT_AFFECT = ao_light_affect; }