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author | Gone2Daly <71726742+Gone2Daly@users.noreply.github.com> | 2023-07-22 21:05:42 +0200 |
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committer | Gone2Daly <71726742+Gone2Daly@users.noreply.github.com> | 2023-07-22 21:05:42 +0200 |
commit | 71b3cd829f80de4c2cd3972d8bfd5ee470a5d180 (patch) | |
tree | b4280fde6eef2ae6987648bc7bf8e00e9011bb7f /game/addons/zylann.hterrain/shaders/multisplat16_global.gdshader | |
parent | ce9022d0df74d6c33db3686622be2050d873ab0b (diff) |
init_testtest3d
Diffstat (limited to 'game/addons/zylann.hterrain/shaders/multisplat16_global.gdshader')
-rw-r--r-- | game/addons/zylann.hterrain/shaders/multisplat16_global.gdshader | 173 |
1 files changed, 173 insertions, 0 deletions
diff --git a/game/addons/zylann.hterrain/shaders/multisplat16_global.gdshader b/game/addons/zylann.hterrain/shaders/multisplat16_global.gdshader new file mode 100644 index 0000000..dbe60c5 --- /dev/null +++ b/game/addons/zylann.hterrain/shaders/multisplat16_global.gdshader @@ -0,0 +1,173 @@ +shader_type spatial; + +// This shader uses a texture array with multiple splatmaps, allowing up to 16 textures. +// Only the 4 textures having highest blending weight are sampled. + +// 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 sampler2DArray u_ground_albedo_bump_array : source_color; + +uniform float u_ground_uv_scale = 20.0; +uniform bool u_depth_blending = true; + +// TODO Can't put this in a constant: https://github.com/godotengine/godot/issues/44145 +//const int TEXTURE_COUNT = 16; + + +// 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); +} + +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 = 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_splatmap, 0)); +} + +void fragment() { + // These were moved from vertex to fragment, + // so we can generate part of the global map with just one quad and we get full quality + vec3 tint = texture(u_terrain_colormap, UV).rgb; + vec4 splat = texture(u_terrain_splatmap, UV); + + vec4 high_indices; + vec4 high_weights; + get_splat_weights(UV, high_indices, high_weights); + + // Get bump at normal resolution so depth blending is accurate + vec2 ground_uv = UV / u_ground_uv_scale; + float b0 = texture(u_ground_albedo_bump_array, vec3(ground_uv, high_indices.x)).a; + float b1 = texture(u_ground_albedo_bump_array, vec3(ground_uv, high_indices.y)).a; + float b2 = texture(u_ground_albedo_bump_array, vec3(ground_uv, high_indices.z)).a; + float b3 = texture(u_ground_albedo_bump_array, vec3(ground_uv, high_indices.w)).a; + + // Take the center of the highest mip as color, because we can't see details from far away. + vec2 ndc_center = vec2(0.5, 0.5); + vec3 a0 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, high_indices.x), 10.0).rgb; + vec3 a1 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, high_indices.y), 10.0).rgb; + vec3 a2 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, high_indices.z), 10.0).rgb; + vec3 a3 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, high_indices.w), 10.0).rgb; + + vec3 col0 = a0 * tint; + vec3 col1 = a1 * tint; + vec3 col2 = a2 * tint; + vec3 col3 = a3 * 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(b0, b1, b2, b3)); + } 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; +} |