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diff --git a/game/addons/zylann.hterrain/shaders/multisplat16_lite.gdshader b/game/addons/zylann.hterrain/shaders/multisplat16_lite.gdshader
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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 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;
+
+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) {
+ 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;
+}
+
+// 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;
+}
+
+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);
+
+ 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 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.x));
+ vec4 ab1 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.y));
+ vec4 ab2 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.z));
+ vec4 ab3 = texture(u_ground_albedo_bump_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 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;
+
+ 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(terrain_normal_world, 0.0))).xyz;
+}