169 lines
5.7 KiB
GLSL
169 lines
5.7 KiB
GLSL
shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
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uniform vec4 albedo : hint_color;
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uniform sampler2D texture_grass : hint_albedo;
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uniform sampler2D texture_grass_height : hint_white;
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uniform sampler2D texture_dirt : hint_albedo;
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uniform sampler2D texture_dirt_height : hint_black;
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uniform sampler2D texture_hsv_mask : hint_white;
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uniform sampler2D texture_hsv2_mask : hint_white;
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uniform sampler2D texture_albedo_mix : hint_black;
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uniform sampler2D texture_mix_gradiant : hint_black;
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uniform sampler2D texture_mix_border : hint_black;
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uniform sampler2D texture_albedo_mix2 : hint_black;
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uniform float specular;
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uniform float metallic;
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uniform float roughness : hint_range(0,1);
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uniform float point_size : hint_range(0,128);
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uniform sampler2D texture_roughness : hint_white;
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uniform sampler2D texture_roughness_dirt : hint_white;
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uniform vec4 roughness_texture_channel;
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uniform sampler2D texture_normal : hint_normal;
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uniform sampler2D texture_normal_dirt : hint_normal;
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uniform float normal_scale : hint_range(-16,16);
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uniform sampler2D texture_ambient_occlusion : hint_white;
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uniform sampler2D texture_ambient_occlusion_dirt : hint_white;
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uniform vec4 ao_texture_channel;
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uniform float ao_light_affect;
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uniform vec3 uv1_scale;
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uniform vec3 uv1_offset;
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uniform vec3 uv2_scale;
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uniform vec3 uv2_offset;
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uniform vec3 hsv;
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uniform float grass_level = 1.0;
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uniform float angle = 0.0;
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varying vec2 base_uv;
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varying vec2 rotated_uv;
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varying vec2 rotated_uv_mask;
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vec2 rotateUVmatrinx(vec2 uv, vec2 pivot, float rotation)
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{
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mat2 rotation_matrix=mat2( vec2(sin(rotation),-cos(rotation)),
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vec2(cos(rotation),sin(rotation))
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);
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uv -= pivot;
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uv= uv*rotation_matrix;
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uv += pivot;
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return uv;
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}
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vec2 rotateUV(vec2 uv, vec2 pivot, float rotation) {
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float sine = sin(rotation);
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float cosine = cos(rotation);
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uv -= pivot;
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uv.x = uv.x * cosine - uv.y * sine;
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uv.y = uv.x * sine + uv.y * cosine;
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uv += pivot;
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return uv;
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}
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vec3 rgb2hsv(vec3 c)
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{
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void vertex()
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{
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base_uv=UV*uv1_scale.xy+uv1_offset.xy;
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rotated_uv = rotateUVmatrinx(base_uv, vec2(0.5), (angle));
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// rotated_uv = base_uv;
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rotated_uv_mask = rotateUVmatrinx(UV, vec2(0.5), (angle));
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// rotated_uv_mask = UV;
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}
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void fragment()
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{
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// vec2 base_uv = UV;
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vec4 grass_tex = texture(texture_grass,base_uv);
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vec4 grass_height_tex = texture(texture_grass_height,base_uv);
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vec4 dirt_tex = texture(texture_dirt,base_uv);
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vec4 dirt_height_tex = texture(texture_dirt_height,base_uv);
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vec4 dirt_height_hsv_tex = texture(texture_dirt_height,rotated_uv_mask);
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vec4 hsv_mask_tex = texture(texture_hsv_mask,UV);
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vec4 hsv2_mask_tex = texture(texture_hsv2_mask,UV*vec2(5.0,5.0));
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vec4 albedo_mix_tex = texture(texture_albedo_mix,UV);
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vec4 mix_gradiant_tex = texture(texture_mix_gradiant,vec2( albedo_mix_tex.r, albedo_mix_tex.r ));
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vec4 albedo_mix_tex_low = texture(texture_albedo_mix,UV*vec2(5.0,5.0));
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vec4 mix_gradiant_low_tex = texture(texture_mix_gradiant,vec2( albedo_mix_tex_low.r, albedo_mix_tex_low.r ));
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vec4 mix_gradiant_border = texture(texture_mix_border,vec2( albedo_mix_tex_low.r, albedo_mix_tex_low.r ));
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vec4 albedo_mix_tex2 = texture(texture_albedo_mix2,base_uv);
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vec4 mix_gradiant2_tex = texture(texture_mix_gradiant,vec2( albedo_mix_tex2.r, albedo_mix_tex2.r ));
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ALBEDO = albedo.rgb * grass_tex.rgb;
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vec3 hsv_albedo = rgb2hsv(ALBEDO);
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vec3 hsv_mask = rgb2hsv( hsv_mask_tex.rgb );
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vec3 hsv2_mask = rgb2hsv( hsv2_mask_tex.rgb );
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hsv_albedo.x *= hsv.x;
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hsv_albedo.y = hsv.y;
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hsv_albedo.z *= hsv.z * (hsv_mask.z * hsv2_mask.z*2.0);
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ALBEDO = hsv2rgb( hsv_albedo );
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vec4 mix_mix = mix( mix_gradiant_tex, mix_gradiant2_tex, 0.5 );
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float mix_level = clamp( mix_gradiant_tex.r*mix_gradiant_border.r-grass_level, 0.0, 1.0 );
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// if ( grass_height_tex.r > 0.5 )
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// {
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//// mix_level = 0.0;
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// }
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// else
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// {
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// mix_level = 1.0;
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// }
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if ( mix_level > 0.0 && mix_level < 1.0 )
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{
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if ( grass_height_tex.r < dirt_height_tex.r )
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{
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mix_level = 1.0;
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}
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else
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{
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mix_level = 0.0;
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}
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}
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mix_level *= mix_level;
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mix_level *= mix_level;
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mix_level *= mix_level;
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vec3 hsv_dirt = rgb2hsv(dirt_tex.rgb);
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vec3 hsv_dirt_height = rgb2hsv(dirt_height_hsv_tex.rgb);
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hsv_dirt.y = hsv.y*hsv_mask.z;
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hsv_dirt.z *= hsv.z*hsv_mask.z;
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dirt_tex.rgb = hsv2rgb( hsv_dirt );
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ALBEDO = mix( ALBEDO, dirt_tex.rgb, mix_level );
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METALLIC = metallic;
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vec4 final_roughness = mix( texture(texture_roughness,base_uv),texture(texture_roughness_dirt,base_uv), mix_level );
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ROUGHNESS = dot(final_roughness, roughness_texture_channel) * roughness;
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SPECULAR = specular;
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vec4 final_normal = mix( texture(texture_normal,base_uv), texture(texture_normal_dirt,base_uv), mix_level );
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NORMALMAP = final_normal.rgb;
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NORMALMAP_DEPTH = normal_scale;
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vec4 final_ao = mix( texture(texture_ambient_occlusion,base_uv), texture(texture_ambient_occlusion_dirt,base_uv), mix_level );
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AO = dot(final_ao,ao_texture_channel);
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AO_LIGHT_AFFECT = ao_light_affect;
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}
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