Adding zabr to sky shader

This commit is contained in:
yannk 2022-04-13 12:12:38 +02:00
parent cfe12a3066
commit e9aeddbf28
4 changed files with 68 additions and 14 deletions

View file

@ -1,9 +1,10 @@
[gd_scene load_steps=22 format=3 uid="uid://b8p2h0rmwy7qn"]
[gd_scene load_steps=23 format=3 uid="uid://b8p2h0rmwy7qn"]
[ext_resource type="Material" uid="uid://dpegsmygxcfmv" path="res://maps/materials/basic_ground.material" id="1_lodye"]
[ext_resource type="Shader" path="res://maps/shaders/khanat_sky.gdshader" id="1_mheqi"]
[ext_resource type="Texture2D" uid="uid://b5jer2nm17ld" path="res://maps/textures/samayun_tex_001.png" id="1_thm7k"]
[ext_resource type="PackedScene" uid="uid://cveshwnu272vf" path="res://maps/objects/ramp-complex.tscn" id="2_4eueh"]
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[ext_resource type="PackedScene" uid="uid://dvsl8x3lb1h4e" path="res://maps/objects/moutain.tscn" id="3_rbp35"]
[ext_resource type="PackedScene" path="res://maps/objects/cave.tscn" id="4_pc85h"]
@ -29,9 +30,12 @@ shader_param/sun_disk_scale = 1.0
shader_param/ground_color = Color(0.1, 0.07, 0.034, 1)
shader_param/exposure = 0.1
shader_param/dither_strength = 1.0
shader_param/samayun_scale = 0.201
shader_param/samayun_position = Vector3(1.269, 0.931, -0.345)
shader_param/samayun_arc = 25.0
shader_param/samayun_position = Vector3(2.038, 0.584, -0.185)
shader_param/zabr_arc = null
shader_param/zabr_position = Vector3(0.812, 0.345, 0.263)
shader_param/samayun = ExtResource( "1_thm7k" )
shader_param/zabr = ExtResource( "3_bgghj" )
[sub_resource type="Sky" id="Sky_fa16p"]
sky_material = SubResource( "ShaderMaterial_s2q0l" )

View file

@ -1,5 +1,6 @@
// NOTE: Shader automatically converted from Godot Engine 4.0.alpha5's PhysicalSkyMaterial.
// And then augmented with a few tweaks
shader_type sky;
@ -18,9 +19,13 @@ uniform float dither_strength : hint_range(0, 10) = 1.0;
uniform sampler2D night_sky : hint_black_albedo;
uniform sampler2D samayun : hint_albedo;
uniform float samayun_scale : hint_range(0, 1.0) = 0.25;
uniform float samayun_arc = 25 ;
uniform vec3 samayun_position = vec3( 0.0, 0.5, 0.0 );
uniform sampler2D zabr : hint_albedo;
uniform float zabr_arc = 12 ;
uniform vec3 zabr_position = vec3( 0.0, 0.7, 0.0 );
const vec3 UP = vec3( 0.0, 1.0, 0.0 );
// Sun constants
@ -42,8 +47,6 @@ float hash(vec3 p) {
return fract(p.x * p.y * p.z * (p.x + p.y + p.z));
}
void sky() {
if (LIGHT0_ENABLED) {
float zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 );
@ -98,18 +101,30 @@ void sky() {
COLOR = texture(night_sky, SKY_COORDS).xyz * 0.04;
COLOR *= exposure;
}
// vec2 samayun_uv = uv_moon(samayun_position, samayun_scale, SKY_COORDS);
// COLOR += texture(samayun, samayun_uv).rgb;
if (length(EYEDIR - normalize(samayun_position)) < 0.5 ) { // we are in the area of the sky where samayun is placed
// Adding Samayun
float samayun_scale = radians(samayun_arc) ;
if (length(EYEDIR - normalize(samayun_position)) < samayun_scale / 2.0) { // we are in the area of the sky where samayun is placed
//We define a local plane tangent to the skydome at samayun_position
//We work with everything normalized
vec3 n1 = normalize(cross(samayun_position,vec3(0,1,0)));
vec3 n2 = normalize(cross(samayun_position,n1));
vec3 n1 = normalize(cross(samayun_position,vec3(0.0,1.0,0.0))) ;
vec3 n2 = normalize(cross(samayun_position,n1)) ;
//We project EYEDIR on this plane
float x = dot(EYEDIR,n1) ;
float y = dot(EYEDIR,n2) ;
COLOR += texture(samayun, vec2(x,y)+vec2(0.5)).rgb * texture(samayun, vec2(x,y)+vec2(0.5)).a;
//COLOR = mix(COLOR, texture(samayun, vec2(x,y)+vec2(0.5)).rgb, clamp (samayun_position.y, 0.0, 1.0)) ;
// We then add the final result to the sky
COLOR += texture(samayun, vec2(x,y) / samayun_scale + vec2(0.5)).rgb * texture(samayun, vec2(x,y) / samayun_scale + vec2(0.5)).a;
}
// Adding zabr
float zabr_scale = radians(zabr_arc) ;
if (length(EYEDIR - normalize(zabr_position)) < zabr_scale / 2.0) { // we are in the area of the sky where zabr is placed
//We define a local plane tangent to the skydome at zabr_position
//We work with everything normalized
vec3 z_n1 = normalize(cross(zabr_position,vec3(0.0,1.0,0.0))) ;
vec3 z_n2 = normalize(cross(zabr_position,z_n1)) ;
//We project EYEDIR on this plane
float z_x = dot(EYEDIR,z_n1) ;
float z_y = dot(EYEDIR,z_n2) ;
// We then add the final result to the sky
COLOR += texture(zabr, vec2(z_x,z_y) / zabr_scale + vec2(0.5)).rgb * texture(zabr, vec2(z_x,z_y) / zabr_scale + vec2(0.5)).a;
}
}

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@ -0,0 +1,35 @@
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