diff options
Diffstat (limited to 'game/src/GameSession/Water')
-rw-r--r-- | game/src/GameSession/Water/Water.gdshader | 82 | ||||
-rw-r--r-- | game/src/GameSession/Water/Water.tres | 34 | ||||
-rw-r--r-- | game/src/GameSession/Water/WaterPlane.tscn | 12 | ||||
-rw-r--r-- | game/src/GameSession/Water/WaterPlaneNormal.tres | 13 |
4 files changed, 141 insertions, 0 deletions
diff --git a/game/src/GameSession/Water/Water.gdshader b/game/src/GameSession/Water/Water.gdshader new file mode 100644 index 0000000..b8c2d5f --- /dev/null +++ b/game/src/GameSession/Water/Water.gdshader @@ -0,0 +1,82 @@ +shader_type spatial; + +uniform vec3 albedo : source_color; +uniform vec3 albedo2 : source_color; +uniform float metallic : hint_range(0.0, 1.0) = 0; +uniform float roughness : hint_range(0.0, 1.0) = 0.02; +uniform sampler2D wave; +uniform sampler2D texture_normal; +uniform sampler2D texture_normal2; +uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap; +uniform sampler2D SCREEN_TEXTURE : hint_depth_texture, filter_linear_mipmap; +uniform vec2 wave_direction = vec2(2.0,0.0); // Direction of wave 1 +uniform vec2 wave_direction2 = vec2(0.0,1.0); // Direction of wave 2 +uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.025; // Rate of movement multiplied by TIME +uniform float noise_scale = 10.0; +uniform float height_scale = 0.15; + +uniform vec4 color_deep : source_color; // Deep depth color +uniform vec4 color_shallow : source_color; // Shallow depth color +uniform float beers_law = 2.0; // Beer's law application +uniform float depth_offset = -0.75; // Offset + +uniform float edge_scale = 0.1; +uniform float near = 1.0; +uniform float far = 100.0; +uniform vec3 edge_color : source_color; + +// Varying variables +varying float height; +varying vec3 world_pos; + +float fresnel(float amount, vec3 normal, vec3 view) +{ + return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount); +} +float edge(float depth){ + depth = 2.0 * depth - 1.0; + return near * far / (far + depth * (near - far)); +} + +void vertex() { + world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; + height = texture(wave, world_pos.xz / noise_scale + TIME * time_scale).r; + VERTEX.y += height * height_scale; +} + +void fragment() { + // Depth variables and calc + float depth_texture = texture(DEPTH_TEXTURE, SCREEN_UV).r * 2.0 - 1.0; + float depth = PROJECTION_MATRIX[3][2] / (depth_texture + PROJECTION_MATRIX[2][2]); + float depth_blend = exp((depth+VERTEX.z + depth_offset) * -beers_law); + depth_blend = clamp(1.0 - depth_blend, 0.0, 1.0); + float depth_blend_power = clamp(pow(depth_blend, 2.5), 0.0, 1.0); + + // Retrieving depth color and applying the deep and shallow colors + vec3 screen_color = textureLod(SCREEN_TEXTURE, SCREEN_UV, depth_blend_power * 2.5).rgb; + vec3 depth_color = mix(color_shallow.rgb, color_deep.rgb, depth_blend_power); + vec3 color = mix(screen_color * depth_color, depth_color * 0.25, depth_blend_power * 0.5); + + // Getting edge depth calc + float z_depth = edge(texture(DEPTH_TEXTURE, SCREEN_UV).x); + float z_pos = edge(FRAGCOORD.z); + float z_dif = z_depth - z_pos; + + // Time calculations for wave (normal map) movement + vec2 time = (TIME * wave_direction) * time_scale; // Movement rate of first wave + vec2 time2 = (TIME * wave_direction2) * time_scale; // Movement rate of second wave + + // Blend normal maps into one + vec3 normal_blend = mix(texture(texture_normal,world_pos.xz + time).rgb, texture(texture_normal2,world_pos.xz + time2).rgb, 0.5); + + // Calculate Fresnel + float fresnel = fresnel(5.0, NORMAL, VIEW); + vec3 surface_color = mix(albedo, albedo2, fresnel); // Interpolate albedo values by frensel + + vec3 depth_color_adj = mix(edge_color, color, step(edge_scale, z_dif)); + + ALBEDO = clamp(surface_color + depth_color_adj,vec3(0.0),vec3(1.0)); + METALLIC = metallic; + ROUGHNESS = roughness; + NORMAL_MAP = normal_blend; +}
\ No newline at end of file diff --git a/game/src/GameSession/Water/Water.tres b/game/src/GameSession/Water/Water.tres new file mode 100644 index 0000000..0d5d912 --- /dev/null +++ b/game/src/GameSession/Water/Water.tres @@ -0,0 +1,34 @@ +[gd_resource type="ShaderMaterial" load_steps=5 format=3 uid="uid://c3mh5p2w5s8g7"] + +[ext_resource type="Shader" path="res://src/GameSession/Water/Water.gdshader" id="1_gectt"] +[ext_resource type="Texture2D" uid="uid://gq8n64t6y4go" path="res://src/GameSession/Water/WaterPlaneNormal.tres" id="2_24cl4"] + +[sub_resource type="FastNoiseLite" id="FastNoiseLite_aggf3"] + +[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_qniod"] +seamless = true +noise = SubResource("FastNoiseLite_aggf3") + +[resource] +render_priority = 0 +shader = ExtResource("1_gectt") +shader_parameter/albedo = Color(0.0627451, 0.298039, 0.431373, 1) +shader_parameter/albedo2 = Color(0.105882, 0.352941, 0.764706, 1) +shader_parameter/metallic = 1.0 +shader_parameter/roughness = 0.08 +shader_parameter/wave_direction = Vector2(2, 0) +shader_parameter/wave_direction2 = Vector2(0, 1) +shader_parameter/time_scale = 0.01 +shader_parameter/noise_scale = 100.0 +shader_parameter/height_scale = 0.03 +shader_parameter/color_deep = Color(0.105882, 0.294118, 0.329412, 1) +shader_parameter/color_shallow = Color(0, 0.552941, 0.65098, 1) +shader_parameter/beers_law = 2.0 +shader_parameter/depth_offset = -0.75 +shader_parameter/edge_scale = 0.1 +shader_parameter/near = 1.0 +shader_parameter/far = 100.0 +shader_parameter/edge_color = Color(0, 0.321569, 0.431373, 1) +shader_parameter/wave = SubResource("NoiseTexture2D_qniod") +shader_parameter/texture_normal = ExtResource("2_24cl4") +shader_parameter/texture_normal2 = ExtResource("2_24cl4") diff --git a/game/src/GameSession/Water/WaterPlane.tscn b/game/src/GameSession/Water/WaterPlane.tscn new file mode 100644 index 0000000..35bb64c --- /dev/null +++ b/game/src/GameSession/Water/WaterPlane.tscn @@ -0,0 +1,12 @@ +[gd_scene load_steps=3 format=3 uid="uid://b35mxcc3d74di"] + +[ext_resource type="Material" uid="uid://c3mh5p2w5s8g7" path="res://src/GameSession/Water/Water.tres" id="1_ij8tq"] + +[sub_resource type="PlaneMesh" id="PlaneMesh_4hfu7"] +size = Vector2(40, 10) + +[node name="Water" type="MeshInstance3D"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.00229871, 0.00877783, 0) +cast_shadow = 0 +mesh = SubResource("PlaneMesh_4hfu7") +surface_material_override/0 = ExtResource("1_ij8tq") diff --git a/game/src/GameSession/Water/WaterPlaneNormal.tres b/game/src/GameSession/Water/WaterPlaneNormal.tres new file mode 100644 index 0000000..5223e98 --- /dev/null +++ b/game/src/GameSession/Water/WaterPlaneNormal.tres @@ -0,0 +1,13 @@ +[gd_resource type="NoiseTexture2D" load_steps=2 format=3 uid="uid://gq8n64t6y4go"] + +[sub_resource type="FastNoiseLite" id="FastNoiseLite_0fbhj"] +noise_type = 3 +seed = 2 +frequency = 0.011 +fractal_type = 2 + +[resource] +seamless = true +as_normal_map = true +bump_strength = 1.5 +noise = SubResource("FastNoiseLite_0fbhj") |