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+shader_type spatial;
+
+// WIP
+// This shader uses a texture array with multiple splatmaps, allowing up to 16 textures.
+// Only the 4 textures having highest blending weight are sampled.
+
+#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_splatmap;
+uniform sampler2D u_terrain_splatmap_1;
+uniform sampler2D u_terrain_splatmap_2;
+uniform sampler2D u_terrain_splatmap_3;
+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;
+
+uniform float u_ground_uv_scale = 20.0;
+uniform bool u_depth_blending = true;
+uniform float u_globalmap_blend_start;
+uniform float u_globalmap_blend_distance;
+uniform bool u_tile_reduction = false;
+
+varying float v_hole;
+varying vec3 v_tint;
+varying vec2 v_terrain_uv;
+varying vec3 v_ground_uv;
+varying float v_distance_to_camera;
+
+// TODO Can't put this in a constant: https://github.com/godotengine/godot/issues/44145
+//const int TEXTURE_COUNT = 16;
+
+
+vec3 unpack_normal(vec4 rgba) {
+ // If we consider texture space starts from top-left corner and Y goes down,
+ // then Y+ in pixel space corresponds to Z+ in terrain space,
+ // while X+ also corresponds to X+ in terrain space.
+ 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;
+}
+
+vec4 pack_normal(vec3 n, float a) {
+ n.z *= -1.0;
+ return vec4((n.xzy + vec3(1.0)) * 0.5, a);
+}
+
+// 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);
+}
+
+vec3 get_triplanar_blend(vec3 world_normal) {
+ vec3 blending = abs(world_normal);
+ blending = normalize(max(blending, vec3(0.00001))); // Force weights to sum to 1.0
+ float b = blending.x + blending.y + blending.z;
+ return blending / vec3(b, b, b);
+}
+
+vec4 texture_triplanar(sampler2D tex, vec3 world_pos, vec3 blend) {
+ vec4 xaxis = texture(tex, world_pos.yz);
+ vec4 yaxis = texture(tex, world_pos.xz);
+ vec4 zaxis = texture(tex, world_pos.xy);
+ // blend the results of the 3 planar projections.
+ return xaxis * blend.x + yaxis * blend.y + zaxis * blend.z;
+}
+
+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;
+}
+
+vec4 depth_blend2(vec4 a_value, float a_bump, vec4 b_value, float b_bump, float t) {
+ // https://www.gamasutra.com
+ // /blogs/AndreyMishkinis/20130716/196339/Advanced_Terrain_Texture_Splatting.php
+ float d = 0.1;
+ float ma = max(a_bump + (1.0 - t), b_bump + t) - d;
+ float ba = max(a_bump + (1.0 - t) - ma, 0.0);
+ float bb = max(b_bump + t - ma, 0.0);
+ return (a_value * ba + b_value * bb) / (ba + bb);
+}
+
+vec2 rotate(vec2 v, float cosa, float sina) {
+ return vec2(cosa * v.x - sina * v.y, sina * v.x + cosa * v.y);
+}
+
+vec4 texture_array_antitile(sampler2DArray albedo_tex, sampler2DArray normal_tex, vec3 uv,
+ out vec4 out_normal) {
+
+ float frequency = 2.0;
+ float scale = 1.3;
+ float sharpness = 0.7;
+
+ // Rotate and scale UV
+ float rot = 3.14 * 0.6;
+ float cosa = cos(rot);
+ float sina = sin(rot);
+ vec3 uv2 = vec3(rotate(uv.xy, cosa, sina) * scale, uv.z);
+
+ vec4 col0 = texture(albedo_tex, uv);
+ vec4 col1 = texture(albedo_tex, uv2);
+ vec4 nrm0 = texture(normal_tex, uv);
+ vec4 nrm1 = texture(normal_tex, uv2);
+ //col0 = vec4(0.0, 0.5, 0.5, 1.0); // Highlights variations
+
+ // Normals have to be rotated too since we are rotating the texture...
+ // TODO Probably not the most efficient but understandable for now
+ vec3 n = unpack_normal(nrm1);
+ // Had to negate the Y axis for some reason. I never remember the myriad of conventions around
+ n.xz = rotate(n.xz, cosa, -sina);
+ nrm1 = pack_normal(n, nrm1.a);
+
+ // Periodically alternate between the two versions using a warped checker pattern
+ float t = 1.1 + 0.5
+ * sin(uv2.x * frequency + sin(uv.x) * 2.0)
+ * cos(uv2.y * frequency + sin(uv.y) * 2.0); // Result in [0..2]
+ t = smoothstep(sharpness, 2.0 - sharpness, t);
+
+ // Using depth blend because classic alpha blending smoothes out details.
+ out_normal = depth_blend2(nrm0, col0.a, nrm1, col1.a, t);
+ return depth_blend2(col0, col0.a, col1, col1.a, t);
+}
+
+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 / u_ground_uv_scale;
+
+ // Putting this in vertex saves a fetch 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 it, 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 high_indices;
+ vec4 high_weights;
+ get_splat_weights(UV, high_indices, high_weights);
+
+ vec4 ab0, ab1, ab2, ab3;
+ vec4 nr0, nr1, nr2, nr3;
+
+ if (u_tile_reduction) {
+ ab0 = texture_array_antitile(
+ u_ground_albedo_bump_array, u_ground_normal_roughness_array,
+ vec3(v_ground_uv.xz, high_indices.x), nr0);
+ ab1 = texture_array_antitile(
+ u_ground_albedo_bump_array, u_ground_normal_roughness_array,
+ vec3(v_ground_uv.xz, high_indices.y), nr1);
+ ab2 = texture_array_antitile(
+ u_ground_albedo_bump_array, u_ground_normal_roughness_array,
+ vec3(v_ground_uv.xz, high_indices.z), nr2);
+ ab3 = texture_array_antitile(
+ u_ground_albedo_bump_array, u_ground_normal_roughness_array,
+ vec3(v_ground_uv.xz, high_indices.w), nr3);
+
+ } else {
+ ab0 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.x));
+ ab1 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.y));
+ ab2 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.z));
+ ab3 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.w));
+
+ nr0 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv.xz, high_indices.x));
+ nr1 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv.xz, high_indices.y));
+ nr2 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv.xz, high_indices.z));
+ nr3 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv.xz, high_indices.w));
+ }
+
+ vec3 col0 = ab0.rgb * v_tint;
+ vec3 col1 = ab1.rgb * v_tint;
+ vec3 col2 = ab2.rgb * v_tint;
+ vec3 col3 = ab3.rgb * v_tint;
+
+ vec4 rough = vec4(nr0.a, nr1.a, nr2.a, nr3.a);
+
+ vec3 normal0 = unpack_normal(nr0);
+ vec3 normal1 = unpack_normal(nr1);
+ vec3 normal2 = unpack_normal(nr2);
+ vec3 normal3 = unpack_normal(nr3);
+
+ 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(ab0.a, ab1.a, ab2.a, ab3.a));
+ } 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;
+
+ ROUGHNESS = (
+ w.r * rough.r +
+ w.g * rough.g +
+ w.b * rough.b +
+ w.a * rough.a) / w_sum;
+
+ vec3 ground_normal = /*u_terrain_normal_basis **/ (
+ w.r * normal0 +
+ w.g * normal1 +
+ w.b * normal2 +
+ w.a * normal3) / w_sum;
+ // If no splat textures are defined, normal vectors will default to (1,1,1),
+ // which is incorrect, and causes the terrain to be shaded wrongly in some directions.
+ // However, this should not be a problem to fix in the shader,
+ // because there MUST be at least one splat texture set.
+ //ground_normal = normalize(ground_normal);
+ // TODO Make the plugin insert a default normalmap if it's empty
+
+ // 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);
+ ROUGHNESS = mix(ROUGHNESS, 1.0, globalmap_factor);
+
+// if(count < 3) {
+// ALBEDO = vec3(1.0, 0.0, 0.0);
+// }
+ // Show splatmap weights
+ //ALBEDO = w.rgb;
+ }
+ // Highlight all pixels undergoing no splatmap at all
+// else {
+// ALBEDO = vec3(1.0, 0.0, 0.0);
+// }
+
+ NORMAL = (VIEW_MATRIX * (vec4(normal, 0.0))).xyz;
+}