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diff --git a/game/addons/zylann.hterrain/shaders/array.gdshader b/game/addons/zylann.hterrain/shaders/array.gdshader
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+shader_type spatial;
+
+#include "include/heightmap.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_splat_index_map;
+uniform sampler2D u_terrain_splat_weight_map;
+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 sampler2DArray u_ground_normal_roughness_array;
+
+// TODO Have UV scales for each texture in an array?
+uniform float u_ground_uv_scale;
+uniform float u_globalmap_blend_start;
+uniform float u_globalmap_blend_distance;
+uniform bool u_depth_blending = true;
+
+varying float v_hole;
+varying vec3 v_tint;
+varying vec2 v_ground_uv;
+varying float v_distance_to_camera;
+
+
+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;
+}
+
+vec3 get_depth_blended_weights(vec3 splat, vec3 bumps) {
+ float dh = 0.2;
+
+ vec3 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);
+
+ vec3 d = h + dh;
+ d.r -= max(h.g, h.b);
+ d.g -= max(h.r, h.b);
+ d.b -= max(h.g, h.r);
+
+ vec3 w = clamp(d, 0, 1);
+ // Had to normalize, since this approach does not preserve components summing to 1
+ return w / (w.x + w.y + w.z);
+}
+
+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 = sample_heightmap(u_terrain_heightmap, UV);
+ 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.xz / u_ground_uv_scale;
+
+ // Putting this in vertex saves 2 fetches 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 tint and splat, 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);
+ vec3 normal = 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 tex_splat_indexes = texture(u_terrain_splat_index_map, UV);
+ vec4 tex_splat_weights = texture(u_terrain_splat_weight_map, UV);
+ // TODO Can't use texelFetch!
+ // https://github.com/godotengine/godot/issues/31732
+
+ vec3 splat_indexes = tex_splat_indexes.rgb * 255.0;
+ vec3 splat_weights = vec3(
+ tex_splat_weights.r,
+ tex_splat_weights.g,
+ 1.0 - tex_splat_weights.r - tex_splat_weights.g
+ );
+
+ vec4 ab0 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv, splat_indexes.x));
+ vec4 ab1 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv, splat_indexes.y));
+ vec4 ab2 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv, splat_indexes.z));
+
+ vec4 nr0 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv, splat_indexes.x));
+ vec4 nr1 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv, splat_indexes.y));
+ vec4 nr2 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv, splat_indexes.z));
+
+ // TODO An #ifdef macro would be nice! Or copy/paste everything in a different shader...
+ if (u_depth_blending) {
+ splat_weights = get_depth_blended_weights(splat_weights, vec3(ab0.a, ab1.a, ab2.a));
+ }
+
+ ALBEDO = v_tint * (
+ ab0.rgb * splat_weights.x
+ + ab1.rgb * splat_weights.y
+ + ab2.rgb * splat_weights.z
+ );
+
+ ROUGHNESS =
+ nr0.a * splat_weights.x
+ + nr1.a * splat_weights.y
+ + nr2.a * splat_weights.z;
+
+ vec3 normal0 = unpack_normal(nr0);
+ vec3 normal1 = unpack_normal(nr1);
+ vec3 normal2 = unpack_normal(nr2);
+
+ vec3 ground_normal =
+ normal0 * splat_weights.x
+ + normal1 * splat_weights.y
+ + normal2 * splat_weights.z;
+
+ // Combine terrain normals with detail normals (not sure if correct but looks ok)
+ normal = normalize(vec3(
+ terrain_normal_world.x + ground_normal.x,
+ terrain_normal_world.y,
+ terrain_normal_world.z + ground_normal.z));
+
+ normal = mix(normal, terrain_normal_world, globalmap_factor);
+
+ ALBEDO = mix(ALBEDO, global_albedo, globalmap_factor);
+ //ALBEDO = vec3(splat_weight0, splat_weight1, splat_weight2);
+ ROUGHNESS = mix(ROUGHNESS, 1.0, globalmap_factor);
+ }
+
+ NORMAL = (VIEW_MATRIX * (vec4(normal, 0.0))).xyz;
+}