diff options
Diffstat (limited to 'game/addons/zylann.hterrain/shaders/simple4_lite.gdshader')
-rw-r--r-- | game/addons/zylann.hterrain/shaders/simple4_lite.gdshader | 211 |
1 files changed, 211 insertions, 0 deletions
diff --git a/game/addons/zylann.hterrain/shaders/simple4_lite.gdshader b/game/addons/zylann.hterrain/shaders/simple4_lite.gdshader new file mode 100644 index 0000000..dcd660c --- /dev/null +++ b/game/addons/zylann.hterrain/shaders/simple4_lite.gdshader @@ -0,0 +1,211 @@ +shader_type spatial; + +// This is a shader with less textures, in case the main one doesn't run on your GPU. +// It's mostly a big copy/paste, because Godot doesn't support #include or #ifdef... + +#include "include/heightmap.gdshaderinc" + +uniform sampler2D u_terrain_heightmap; +uniform sampler2D u_terrain_normalmap; +// I had to remove `hint_albedo` 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;// : hint_albedo; +uniform sampler2D u_terrain_splatmap; +uniform mat4 u_terrain_inverse_transform; +uniform mat3 u_terrain_normal_basis; + +uniform sampler2D u_ground_albedo_bump_0 : source_color; +uniform sampler2D u_ground_albedo_bump_1 : source_color; +uniform sampler2D u_ground_albedo_bump_2 : source_color; +uniform sampler2D u_ground_albedo_bump_3 : source_color; + +uniform float u_ground_uv_scale = 20.0; +uniform bool u_depth_blending = true; +uniform bool u_triplanar = false; +// Each component corresponds to a ground texture. Set greater than zero to enable. +uniform vec4 u_tile_reduction = vec4(0.0, 0.0, 0.0, 0.0); + +varying vec4 v_tint; +varying vec4 v_splat; +varying vec3 v_ground_uv; + + +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; +} + +vec4 depth_blend2(vec4 a, vec4 b, float t) { + // https://www.gamasutra.com + // /blogs/AndreyMishkinis/20130716/196339/Advanced_Terrain_Texture_Splatting.php + float d = 0.1; + float ma = max(a.a + (1.0 - t), b.a + t) - d; + float ba = max(a.a + (1.0 - t) - ma, 0.0); + float bb = max(b.a + t - ma, 0.0); + return (a * ba + b * bb) / (ba + bb); +} + +vec4 texture_antitile(sampler2D tex, vec2 uv) { + 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); + vec2 uv2 = vec2(cosa * uv.x - sina * uv.y, sina * uv.x + cosa * uv.y) * scale; + + vec4 col0 = texture(tex, uv); + vec4 col1 = texture(tex, uv2); + //col0 = vec4(0.0, 0.0, 1.0, 1.0); + // Periodically alternate between the two versions using a warped checker pattern + float t = 0.5 + 0.5 + * sin(uv2.x * frequency + sin(uv.x) * 2.0) + * cos(uv2.y * frequency + sin(uv.y) * 2.0); + // Using depth blend because classic alpha blending smoothes out details + return depth_blend2(col0, col1, smoothstep(0.5 * sharpness, 1.0 - 0.5 * sharpness, t)); +} + +void vertex() { + vec2 cell_coords = (u_terrain_inverse_transform * MODEL_MATRIX * vec4(VERTEX, 1)).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. + 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; + + v_ground_uv = vec3(cell_coords.x, h * MODEL_MATRIX[1][1], cell_coords.y) / 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) + v_tint = texture(u_terrain_colormap, UV); + v_splat = texture(u_terrain_splatmap, UV); + + // Need to use u_terrain_normal_basis to handle scaling. + NORMAL = u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV)); +} + +void fragment() { + if (v_tint.a < 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); + + // TODO Detail should only be rasterized on nearby chunks (needs proximity management to switch shaders) + + vec2 ground_uv = v_ground_uv.xz; + + vec4 ab0, ab1, ab2, ab3; + if (u_triplanar) { + // Only do triplanar on one texture slot, + // because otherwise it would be very expensive and cost many more ifs. + // I chose the last slot because first slot is the default on new splatmaps, + // and that's a feature used for cliffs, which are usually designed later. + + vec3 blending = get_triplanar_blend(terrain_normal_world); + + ab3 = texture_triplanar(u_ground_albedo_bump_3, v_ground_uv, blending); + + } else { + if (u_tile_reduction[3] > 0.0) { + ab3 = texture(u_ground_albedo_bump_3, ground_uv); + } else { + ab3 = texture_antitile(u_ground_albedo_bump_3, ground_uv); + } + } + + if (u_tile_reduction[0] > 0.0) { + ab0 = texture_antitile(u_ground_albedo_bump_0, ground_uv); + } else { + ab0 = texture(u_ground_albedo_bump_0, ground_uv); + } + if (u_tile_reduction[1] > 0.0) { + ab1 = texture_antitile(u_ground_albedo_bump_1, ground_uv); + } else { + ab1 = texture(u_ground_albedo_bump_1, ground_uv); + } + if (u_tile_reduction[2] > 0.0) { + ab2 = texture_antitile(u_ground_albedo_bump_2, ground_uv); + } else { + ab2 = texture(u_ground_albedo_bump_2, ground_uv); + } + + vec3 col0 = ab0.rgb; + vec3 col1 = ab1.rgb; + vec3 col2 = ab2.rgb; + vec3 col3 = ab3.rgb; + + 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(v_splat, vec4(ab0.a, ab1.a, ab2.a, ab3.a)); + } else { + w = v_splat.rgba; + } + + float w_sum = (w.r + w.g + w.b + w.a); + + ALBEDO = v_tint.rgb * ( + w.r * col0.rgb + + w.g * col1.rgb + + w.b * col2.rgb + + w.a * col3.rgb) / w_sum; + + ROUGHNESS = 1.0; + + NORMAL = (VIEW_MATRIX * (vec4(terrain_normal_world, 0.0))).xyz; + + //ALBEDO = w.rgb; + //ALBEDO = v_ground_uv.xyz; +} + |