diff options
Diffstat (limited to 'game/addons/zylann.hterrain/shaders/multisplat16_lite.gdshader')
-rw-r--r-- | game/addons/zylann.hterrain/shaders/multisplat16_lite.gdshader | 254 |
1 files changed, 254 insertions, 0 deletions
diff --git a/game/addons/zylann.hterrain/shaders/multisplat16_lite.gdshader b/game/addons/zylann.hterrain/shaders/multisplat16_lite.gdshader new file mode 100644 index 0000000..b667496 --- /dev/null +++ b/game/addons/zylann.hterrain/shaders/multisplat16_lite.gdshader @@ -0,0 +1,254 @@ +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; +} |