Added default terrain shader

This commit is contained in:
Rob Kelly 2024-11-18 14:00:00 -07:00
parent 40a1b3548a
commit 0931abce56
3 changed files with 549 additions and 17 deletions

View File

@ -184,7 +184,6 @@ script = ExtResource("3_rmm5i")
[node name="Viewport" type="SubViewport" parent="RootControl/Rumbler/ViewportContainer"]
handle_input_locally = false
msaa_2d = 3
msaa_3d = 3
screen_space_aa = 1
use_taa = true

547
src/shaders/terrain.tres Normal file
View File

@ -0,0 +1,547 @@
[gd_resource type="Shader" format=3 uid="uid://dcbswuorsomae"]
[resource]
code = "shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx,skip_vertex_transform;
/* This shader is generated based upon the debug views you have selected.
* The terrain function depends on this shader. So don't change:
* - vertex positioning in vertex()
* - terrain normal calculation in fragment()
* - the last function being fragment() as the editor injects code before the closing }
*
* Most will only want to customize the material calculation and PBR application in fragment()
*
* Uniforms that begin with _ are private and will not display in the inspector. However,
* you can set them via code. You are welcome to create more of your own hidden uniforms.
*
* This system only supports albedo, height, normal, roughness. Most textures don't need the other
* PBR channels. Height can be used as an approximation for AO. For the rare textures do need
* additional channels, you can add maps for that one texture. e.g. an emissive map for lava.
*
*/
// Private uniforms
uniform float _region_size = 1024.0;
uniform float _region_texel_size = 0.0009765625; // = 1/1024
uniform float _vertex_spacing = 1.0;
uniform float _vertex_density = 1.0; // = 1/_vertex_spacing
uniform int _region_map_size = 32;
uniform int _region_map[1024];
uniform vec2 _region_locations[1024];
uniform highp sampler2DArray _height_maps : repeat_disable;
uniform highp usampler2DArray _control_maps : repeat_disable;
uniform highp sampler2DArray _color_maps : source_color, filter_nearest_mipmap_anisotropic, repeat_disable;
uniform highp sampler2DArray _texture_array_albedo : source_color, filter_nearest_mipmap_anisotropic, repeat_enable;
uniform highp sampler2DArray _texture_array_normal : hint_normal, filter_nearest_mipmap_anisotropic, repeat_enable;
uniform highp sampler2D noise_texture : source_color, filter_nearest_mipmap_anisotropic, repeat_enable;
uniform float _texture_uv_scale_array[32];
uniform float _texture_detile_array[32];
uniform vec4 _texture_color_array[32];
uniform uint _background_mode = 1u; // NONE = 0, FLAT = 1, NOISE = 2
uniform uint _mouse_layer = 0x80000000u; // Layer 32
// Public uniforms
uniform float vertex_normals_distance : hint_range(0, 1024) = 128.0;
uniform bool height_blending = true;
uniform float blend_sharpness : hint_range(0, 1) = 0.87;
uniform float auto_slope : hint_range(0, 10) = 1.0;
uniform float auto_height_reduction : hint_range(0, 1) = 0.1;
uniform int auto_base_texture : hint_range(0, 31) = 0;
uniform int auto_overlay_texture : hint_range(0, 31) = 1;
uniform vec3 macro_variation1 : source_color = vec3(1.);
uniform vec3 macro_variation2 : source_color = vec3(1.);
// Generic noise at 3 scales, which can be used for anything
uniform float noise1_scale : hint_range(0.001, 1.) = 0.04; // Used for macro variation 1. Scaled up 10x
uniform float noise1_angle : hint_range(0, 6.283) = 0.;
uniform vec2 noise1_offset = vec2(0.5);
uniform float noise2_scale : hint_range(0.001, 1.) = 0.076; // Used for macro variation 2. Scaled up 10x
uniform float noise3_scale : hint_range(0.001, 1.) = 0.225; // Used for texture blending edge.
// Varyings & Types
struct Material {
vec4 alb_ht;
vec4 nrm_rg;
int base;
int over;
float blend;
};
varying flat vec3 v_vertex; // World coordinate vertex location
varying flat vec3 v_camera_pos;
varying float v_vertex_xz_dist;
varying flat ivec3 v_region;
varying flat vec2 v_uv_offset;
varying flat vec2 v_uv2_offset;
varying vec3 v_normal;
varying float v_region_border_mask;
////////////////////////
// Vertex
////////////////////////
// Takes in UV world space coordinates, returns ivec3 with:
// XY: (0 to _region_size) coordinates within a region
// Z: layer index used for texturearrays, -1 if not in a region
ivec3 get_region_uv(const vec2 uv) {
ivec2 pos = ivec2(floor(uv * _region_texel_size)) + (_region_map_size / 2);
int bounds = int(uint(pos.x | pos.y) < uint(_region_map_size));
int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1;
return ivec3(ivec2(mod(uv,_region_size)), layer_index);
}
// Takes in UV2 region space coordinates, returns vec3 with:
// XY: (0 to 1) coordinates within a region
// Z: layer index used for texturearrays, -1 if not in a region
vec3 get_region_uv2(const vec2 uv2) {
// Remove Texel Offset to ensure correct region index.
ivec2 pos = ivec2(floor(uv2 - vec2(_region_texel_size * 0.5))) + (_region_map_size / 2);
int bounds = int(uint(pos.x | pos.y) < uint(_region_map_size));
int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1;
return vec3(uv2 - _region_locations[layer_index], float(layer_index));
}
// World Noise
uniform float world_noise_region_blend : hint_range(0.05, 0.95, 0.01) = 0.33;
uniform int world_noise_max_octaves : hint_range(0, 15) = 4;
uniform int world_noise_min_octaves : hint_range(0, 15) = 2;
uniform float world_noise_lod_distance : hint_range(0, 40000, 1) = 7500.;
uniform float world_noise_scale : hint_range(0.25, 20, 0.01) = 5.0;
uniform float world_noise_height : hint_range(0, 1000, 0.1) = 64.0;
uniform vec3 world_noise_offset = vec3(0.0);
// Takes in UV2 region space coordinates, returns 1.0 or 0.0 if a region is present or not.
float check_region(const vec2 uv2) {
ivec2 pos = ivec2(floor(uv2)) + (_region_map_size / 2);
int layer_index = 0;
if (uint(pos.x | pos.y) < uint(_region_map_size)) {
layer_index = clamp(_region_map[ pos.y * _region_map_size + pos.x ] - 1, -1, 0) + 1;
}
return float(layer_index);
}
// Takes in UV2 region space coordinates, returns a blend value (0 - 1 range) between empty, and valid regions
float region_blend(vec2 uv2) {
uv2 -= 0.5;
const vec2 offset = vec2(0.0,1.0);
float a = check_region(uv2 + offset.xy);
float b = check_region(uv2 + offset.yy);
float c = check_region(uv2 + offset.yx);
float d = check_region(uv2 + offset.xx);
vec2 w = smoothstep(vec2(0.0), vec2(1.0), fract(uv2));
float blend = mix(mix(d, c, w.x), mix(a, b, w.x), w.y);
return 1.0 - blend;
}
float hashf(float f) {
return fract(sin(f) * 1e4);
}
float hashv2(vec2 v) {
return fract(1e4 * sin(fma(17.0, v.x, v.y * 0.1)) * (0.1 + abs(sin(fma(v.y, 13.0, v.x)))));
}
// https://iquilezles.org/articles/morenoise/
vec3 noise2D(vec2 x) {
vec2 f = fract(x);
// Quintic Hermine Curve. Similar to SmoothStep()
vec2 u = f*f*f*(f*(f*6.0-15.0)+10.0);
vec2 du = 30.0*f*f*(f*(f-2.0)+1.0);
vec2 p = floor(x);
// Four corners in 2D of a tile
float a = hashv2( p+vec2(0,0) );
float b = hashv2( p+vec2(1,0) );
float c = hashv2( p+vec2(0,1) );
float d = hashv2( p+vec2(1,1) );
// Mix 4 corner percentages
float k0 = a;
float k1 = b - a;
float k2 = c - a;
float k3 = a - b - c + d;
return vec3( k0 + k1 * u.x + k2 * u.y + k3 * u.x * u.y,
du * ( vec2(k1, k2) + k3 * u.yx) );
}
float world_noise(vec2 p) {
float a = 0.0;
float b = 1.0;
vec2 d = vec2(0.0);
int octaves = int( clamp(
float(world_noise_max_octaves) - floor(v_vertex_xz_dist/(world_noise_lod_distance)),
float(world_noise_min_octaves), float(world_noise_max_octaves)) );
for( int i=0; i < octaves; i++ ) {
vec3 n = noise2D(p);
d += n.yz;
a += b * n.x / (1.0 + dot(d,d));
b *= 0.5;
p = mat2( vec2(0.8, -0.6), vec2(0.6, 0.8) ) * p * 2.0;
}
return a;
}
float get_noise_height(const vec2 uv) {
float weight = region_blend(uv);
// only calculate world noise when it could be visibile.
if (weight <= 1.0 - world_noise_region_blend) {
return 0.0;
}
//TODO: Offset/scale UVs are semi-dependent upon region size 1024. Base on v_vertex.xz instead
float noise = world_noise((uv + world_noise_offset.xz * 1024. / _region_size) * world_noise_scale * _region_size / 1024. * .1) *
world_noise_height * 10. + world_noise_offset.y * 100.;
weight = smoothstep(1.0 - world_noise_region_blend, 1.0, weight);
return mix(0.0, noise, weight);
}
// World Noise end
// 1 lookup
float get_height(vec2 uv) {
highp float height = 0.0;
vec3 region = get_region_uv2(uv);
if (region.z >= 0.) {
height = texture(_height_maps, region).r;
}
// World Noise
if (_background_mode == 2u) {
height += get_noise_height(uv);
}
return height;
}
void vertex() {
// Get camera pos in world vertex coords
v_camera_pos = INV_VIEW_MATRIX[3].xyz;
// Get vertex of flat plane in world coordinates and set world UV
v_vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
// Camera distance to vertex on flat plane
v_vertex_xz_dist = length(v_vertex.xz - v_camera_pos.xz);
// UV coordinates in world space. Values are 0 to _region_size within regions
UV = round(v_vertex.xz * _vertex_density);
// UV coordinates in region space + texel offset. Values are 0 to 1 within regions
UV2 = fma(UV, vec2(_region_texel_size), vec2(0.5 * _region_texel_size));
// Discard vertices for Holes. 1 lookup
v_region = get_region_uv(UV);
uint control = texelFetch(_control_maps, v_region, 0).r;
bool hole = bool(control >>2u & 0x1u);
// Show holes to all cameras except mouse camera (on exactly 1 layer)
if ( !(CAMERA_VISIBLE_LAYERS == _mouse_layer) &&
(hole || (_background_mode == 0u && (get_region_uv(UV - _region_texel_size) & v_region).z < 0))) {
VERTEX.x = 0. / 0.;
} else {
// Set final vertex height & calculate vertex normals. 3 lookups.
VERTEX.y = get_height(UV2);
v_vertex.y = VERTEX.y;
v_normal = vec3(
v_vertex.y - get_height(UV2 + vec2(_region_texel_size, 0)),
_vertex_spacing,
v_vertex.y - get_height(UV2 + vec2(0, _region_texel_size))
);
// Due to a bug caused by the GPUs linear interpolation across edges of region maps,
// mask region edges and use vertex normals only across region boundaries.
v_region_border_mask = mod(UV.x + 2.5, _region_size) - fract(UV.x) < 5.0 || mod(UV.y + 2.5, _region_size) - fract(UV.y) < 5.0 ? 1. : 0.;
}
// Transform UVs to local to avoid poor precision during varying interpolation.
v_uv_offset = MODEL_MATRIX[3].xz * _vertex_density;
UV -= v_uv_offset;
v_uv2_offset = v_uv_offset * _region_texel_size;
UV2 -= v_uv2_offset;
// Convert model space to view space w/ skip_vertex_transform render mode
VERTEX = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
VERTEX = (VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
NORMAL = normalize((MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
BINORMAL = normalize((MODELVIEW_MATRIX * vec4(BINORMAL, 0.0)).xyz);
TANGENT = normalize((MODELVIEW_MATRIX * vec4(TANGENT, 0.0)).xyz);
}
////////////////////////
// Fragment
////////////////////////
// 0 - 3 lookups
vec3 get_normal(vec2 uv, out vec3 tangent, out vec3 binormal) {
float u, v, height;
vec3 normal;
// Use vertex normals within radius of vertex_normals_distance, and along region borders.
if ((v_region_border_mask > 0.5 || v_vertex_xz_dist < vertex_normals_distance) && v_region.z >= 0) {
normal = normalize(v_normal);
} else {
height = get_height(uv);
u = height - get_height(uv + vec2(_region_texel_size, 0));
v = height - get_height(uv + vec2(0, _region_texel_size));
normal = normalize(vec3(u, _vertex_spacing, v));
}
tangent = normalize(cross(normal, vec3(0, 0, 1)));
binormal = normalize(cross(normal, tangent));
return normal;
}
vec3 unpack_normal(vec4 rgba) {
vec3 n = fma(rgba.xzy, vec3(2.0, 2.0, -2.0), vec3(-1.0, -1.0, 1.0));
return n;
}
vec4 pack_normal(vec3 n, float a) {
return vec4(fma(n.xzy, vec3(0.5, -0.5, 0.5), vec3(0.5)), a);
}
float random(in vec2 xy) {
return fract(sin(dot(xy, vec2(12.9898, 78.233))) * 43758.5453);
}
vec2 rotate(vec2 v, float cosa, float sina) {
return vec2(fma(cosa, v.x, - sina * v.y), fma(sina, v.x, cosa * v.y));
}
// Moves a point around a pivot point.
vec2 rotate_around(vec2 point, vec2 pivot, float angle){
float x = pivot.x + (point.x - pivot.x) * cos(angle) - (point.y - pivot.y) * sin(angle);
float y = pivot.y + (point.x - pivot.x) * sin(angle) + (point.y - pivot.y) * cos(angle);
return vec2(x, y);
}
vec4 height_blend(vec4 a_value, float a_height, vec4 b_value, float b_height, float blend) {
if(height_blending) {
float ma = max(a_height + (1.0 - blend), b_height + blend) - (1.001 - blend_sharpness);
float b1 = max(a_height + (1.0 - blend) - ma, 0.0);
float b2 = max(b_height + blend - ma, 0.0);
return (a_value * b1 + b_value * b2) / (b1 + b2);
} else {
float contrast = 1.0 - blend_sharpness;
float factor = (blend - contrast) / contrast;
return mix(a_value, b_value, clamp(factor, 0.0, 1.0));
}
}
vec2 detiling(vec2 uv, vec2 uv_center, int mat_id, inout float normal_rotation){
if (_texture_detile_array[mat_id] >= 0.001){
uv_center = floor(uv_center) + 0.5;
float detile = fma(random(uv_center), 2.0, -1.0) * TAU * _texture_detile_array[mat_id]; // -180deg to 180deg
uv = rotate_around(uv, uv_center, detile);
// Accumulate total rotation for normal rotation
normal_rotation += detile;
}
return uv;
}
vec2 rotate_normal(vec2 normal, float angle) {
angle = fma(PI, 0.5, angle);
float new_y = dot(vec2(cos(angle), sin(angle)), normal);
angle = fma(PI, -0.5, angle);
float new_x = dot(vec2(cos(angle) ,sin(angle)) ,normal);
return vec2(new_x, new_y);
}
// 2-4 lookups
void get_material(vec2 base_uv, uint control, ivec3 iuv_center, vec3 normal, out Material out_mat) {
out_mat = Material(vec4(0.), vec4(0.), 0, 0, 0.0);
vec2 uv_center = vec2(iuv_center.xy);
int region = iuv_center.z;
// Enable Autoshader if outside regions or painted in regions, otherwise manual painted
bool auto_shader = region < 0 || bool(control & 0x1u);
out_mat.base = int(auto_shader) * auto_base_texture + int(!auto_shader) * int(control >>27u & 0x1Fu);
out_mat.over = int(auto_shader) * auto_overlay_texture + int(!auto_shader) * int(control >> 22u & 0x1Fu);
out_mat.blend = float(auto_shader) * clamp(
dot(vec3(0., 1., 0.), normal * auto_slope * 2. - (auto_slope * 2. - 1.))
- auto_height_reduction * .01 * v_vertex.y // Reduce as vertices get higher
, 0., 1.) +
float(!auto_shader) * float(control >>14u & 0xFFu) * 0.003921568627450; // 1./255.0
// Control map scale & rotation, apply to both base and
// uv_center. Translate uv center to the current region.
uv_center += _region_locations[region] * _region_size;
// Define base scale from control map value as array index. 0.5 as baseline.
float[8] scale_array = { 0.5, 0.4, 0.3, 0.2, 0.1, 0.8, 0.7, 0.6};
float control_scale = scale_array[(control >>7u & 0x7u)];
base_uv *= control_scale;
uv_center *= control_scale;
// calculate baseline derivatives
vec2 ddx = dFdxCoarse(base_uv);
vec2 ddy = dFdyCoarse(base_uv);
// Apply global uv rotation from control map.
float uv_rotation = float(control >>10u & 0xFu) / 16. * TAU;
base_uv = rotate_around(base_uv, vec2(0), uv_rotation);
uv_center = rotate_around(uv_center, vec2(0), uv_rotation);
vec2 matUV = base_uv;
vec4 albedo_ht = vec4(0.);
vec4 normal_rg = vec4(0.5f, 0.5f, 1.0f, 1.0f);
vec4 albedo_far = vec4(0.);
vec4 normal_far = vec4(0.5f, 0.5f, 1.0f, 1.0f);
float mat_scale = _texture_uv_scale_array[out_mat.base];
float normal_angle = uv_rotation;
vec2 ddx1 = ddx;
vec2 ddy1 = ddy;
matUV = detiling(base_uv * mat_scale, uv_center * mat_scale, out_mat.base, normal_angle);
ddx1 *= mat_scale;
ddy1 *= mat_scale;
albedo_ht = textureGrad(_texture_array_albedo, vec3(matUV, float(out_mat.base)), ddx1, ddy1);
normal_rg = textureGrad(_texture_array_normal, vec3(matUV, float(out_mat.base)), ddx1, ddy1);
// Unpack & rotate base normal for blending
normal_rg.xz = unpack_normal(normal_rg).xz;
normal_rg.xz = rotate_normal(normal_rg.xz, normal_angle);
// Apply color to base
albedo_ht.rgb *= _texture_color_array[out_mat.base].rgb;
// Setup overlay texture to blend
float mat_scale2 = _texture_uv_scale_array[out_mat.over];
float normal_angle2 = uv_rotation;
vec2 matUV2 = detiling(base_uv * mat_scale2, uv_center * mat_scale2, out_mat.over, normal_angle2);
vec2 ddx2 = ddx * mat_scale2;
vec2 ddy2 = ddy * mat_scale2;
vec4 albedo_ht2 = textureGrad(_texture_array_albedo, vec3(matUV2, float(out_mat.over)), ddx2, ddy2);
vec4 normal_rg2 = textureGrad(_texture_array_normal, vec3(matUV2, float(out_mat.over)), ddx2, ddy2);
// Though it would seem having the above lookups in this block, or removing the branch would
// be more optimal, the first introduces artifacts #276, and the second is noticably slower.
// It seems the branching off dual scaling and the color array lookup is more optimal.
if (out_mat.blend > 0.f) {
// Unpack & rotate overlay normal for blending
normal_rg2.xz = unpack_normal(normal_rg2).xz;
normal_rg2.xz = rotate_normal(normal_rg2.xz, normal_angle2);
// Apply color to overlay
albedo_ht2.rgb *= _texture_color_array[out_mat.over].rgb;
// Blend overlay and base
albedo_ht = height_blend(albedo_ht, albedo_ht.a, albedo_ht2, albedo_ht2.a, out_mat.blend);
normal_rg = height_blend(normal_rg, albedo_ht.a, normal_rg2, albedo_ht2.a, out_mat.blend);
}
// Repack normals and return material
normal_rg = pack_normal(normal_rg.xyz, normal_rg.a);
out_mat.alb_ht = albedo_ht;
out_mat.nrm_rg = normal_rg;
return;
}
float blend_weights(float weight, float detail) {
weight = smoothstep(0.0, 1.0, weight);
weight = sqrt(weight * 0.5);
float result = max(0.1 * weight, fma(10.0, (weight + detail), 1.0f - (detail + 10.0)));
return result;
}
void fragment() {
// Recover UVs
vec2 uv = UV + v_uv_offset;
vec2 uv2 = UV2 + v_uv2_offset;
// Calculate Terrain Normals. 4 lookups
vec3 w_tangent, w_binormal;
vec3 w_normal = get_normal(uv2, w_tangent, w_binormal);
NORMAL = mat3(VIEW_MATRIX) * w_normal;
TANGENT = mat3(VIEW_MATRIX) * w_tangent;
BINORMAL = mat3(VIEW_MATRIX) * w_binormal;
// Idenfity 4 vertices surrounding this pixel
vec2 texel_pos = uv;
highp vec2 texel_pos_floor = floor(uv);
// Create a cross hatch grid of alternating 0/1 horizontal and vertical stripes 1 unit wide in XY
vec4 mirror = vec4(fract(texel_pos_floor * 0.5) * 2.0, 1.0, 1.0);
// And the opposite grid in ZW
mirror.zw = vec2(1.0) - mirror.xy;
// Get the region and control map ID for the vertices
ivec3 indexUV[4] = {
get_region_uv(texel_pos_floor + mirror.xy),
get_region_uv(texel_pos_floor + mirror.xw),
get_region_uv(texel_pos_floor + mirror.zy),
get_region_uv(texel_pos_floor + mirror.zw)
};
// Lookup adjacent vertices. 4 lookups
uint control[4] = {
texelFetch(_control_maps, indexUV[0], 0).r,
texelFetch(_control_maps, indexUV[1], 0).r,
texelFetch(_control_maps, indexUV[2], 0).r,
texelFetch(_control_maps, indexUV[3], 0).r
};
// Get the textures for each vertex. 8-16 lookups (2-4 ea)
Material mat[4];
get_material(uv, control[0], indexUV[0], w_normal, mat[0]);
get_material(uv, control[1], indexUV[1], w_normal, mat[1]);
get_material(uv, control[2], indexUV[2], w_normal, mat[2]);
get_material(uv, control[3], indexUV[3], w_normal, mat[3]);
// Calculate weight for the pixel position between the vertices
// Bilinear interpolation of difference of uv and floor(uv)
vec2 weights1 = clamp(texel_pos - texel_pos_floor, 0, 1);
weights1 = mix(weights1, vec2(1.0) - weights1, mirror.xy);
vec2 weights0 = vec2(1.0) - weights1;
// Adjust final weights by texture's height/depth + noise. 1 lookup
float noise3 = texture(noise_texture, uv*noise3_scale).r;
vec4 weights;
weights.x = blend_weights(weights0.x * weights0.y, clamp(mat[0].alb_ht.a + noise3, 0., 1.));
weights.y = blend_weights(weights0.x * weights1.y, clamp(mat[1].alb_ht.a + noise3, 0., 1.));
weights.z = blend_weights(weights1.x * weights0.y, clamp(mat[2].alb_ht.a + noise3, 0., 1.));
weights.w = blend_weights(weights1.x * weights1.y, clamp(mat[3].alb_ht.a + noise3, 0., 1.));
float weight_sum = weights.x + weights.y + weights.z + weights.w;
float weight_inv = 1.0 / weight_sum;
// Weighted average of albedo & height
vec4 albedo_height = weight_inv * (
mat[0].alb_ht * weights.x +
mat[1].alb_ht * weights.y +
mat[2].alb_ht * weights.z +
mat[3].alb_ht * weights.w );
// Weighted average of normal & rough
vec4 normal_rough = weight_inv * (
mat[0].nrm_rg * weights.x +
mat[1].nrm_rg * weights.y +
mat[2].nrm_rg * weights.z +
mat[3].nrm_rg * weights.w );
// Determine if we're in a region or not (region_uv.z>0)
vec3 region_uv = get_region_uv2(uv2);
// Colormap. 1 lookup
vec4 color_map = vec4(1., 1., 1., .5);
if (region_uv.z >= 0.) {
float lod = textureQueryLod(_color_maps, uv2.xy).y;
color_map = textureLod(_color_maps, region_uv, lod);
}
// Macro variation. 2 Lookups
float noise1 = texture(noise_texture, rotate(uv*noise1_scale * .1, cos(noise1_angle), sin(noise1_angle)) + noise1_offset).r;
float noise2 = texture(noise_texture, uv*noise2_scale * .1).r;
vec3 macrov = mix(macro_variation1, vec3(1.), clamp(noise1 + v_vertex_xz_dist * .0002, 0., 1.));
macrov *= mix(macro_variation2, vec3(1.), clamp(noise2 + v_vertex_xz_dist * .0002, 0., 1.));
// Wetness/roughness modifier, converting 0-1 range to -1 to 1 range
float roughness = fma(color_map.a - 0.5, 2.0, normal_rough.a);
// Apply PBR
ALBEDO = albedo_height.rgb * color_map.rgb * macrov;
ROUGHNESS = roughness;
SPECULAR = 1. - normal_rough.a;
NORMAL_MAP = normal_rough.rgb;
NORMAL_MAP_DEPTH = 1.0;
}
"

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=14 format=3 uid="uid://cwnwcd8kushl3"]
[gd_scene load_steps=9 format=3 uid="uid://cwnwcd8kushl3"]
[ext_resource type="Script" path="res://src/world/world.gd" id="1_ybjyx"]
[ext_resource type="PackedScene" uid="uid://bm2o3mex10v11" path="res://levels/debug_level/debug_level.tscn" id="2_0xu5a"]
@ -7,24 +7,10 @@
[ext_resource type="Script" path="res://src/ui/world_ui.gd" id="2_imewa"]
[ext_resource type="Resource" uid="uid://crock3revdn73" path="res://src/player/debug_player.tres" id="3_pyw81"]
[ext_resource type="Script" path="res://src/world/play_manager/round_robin_manager.gd" id="5_h6mje"]
[ext_resource type="Resource" uid="uid://c1pnqsddvey3m" path="res://src/equipment/clubs/drivers/debug_driver.tres" id="5_vde2u"]
[ext_resource type="Resource" uid="uid://ck17u5yn6k0bi" path="res://src/equipment/clubs/irons/debug_iron.tres" id="6_86dlu"]
[ext_resource type="Resource" uid="uid://dagld0q5krapu" path="res://src/equipment/clubs/putters/debug_putter.tres" id="7_1nw4u"]
[ext_resource type="Resource" uid="uid://dthtc1no2c4wy" path="res://src/equipment/clubs/wedges/debug_wedge.tres" id="8_of7mw"]
[sub_resource type="Resource" id="Resource_7tkuj"]
script = ExtResource("2_e743i")
life = 100.0
name = "Gfolfer 2"
color = Color(0.44, 0.645333, 1, 1)
driver = ExtResource("5_vde2u")
iron = ExtResource("6_86dlu")
wedge = ExtResource("8_of7mw")
putter = ExtResource("7_1nw4u")
[sub_resource type="Resource" id="Resource_rdjhi"]
script = ExtResource("5_h6mje")
players = Array[ExtResource("2_e743i")]([ExtResource("3_pyw81"), SubResource("Resource_7tkuj")])
players = Array[ExtResource("2_e743i")]([ExtResource("3_pyw81")])
[node name="World" type="Node" groups=["WorldGroup"]]
script = ExtResource("1_ybjyx")