generated from krampus/template-godot4
Added retro postprocessing shader for later use
This commit is contained in:
parent
6ad1ce2140
commit
1bd11434e4
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@ -177,6 +177,7 @@ camera_attributes = SubResource("CameraAttributesPractical_ypy22")
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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transform = Transform3D(0.782608, -0.611691, 0.11558, 0, 0.185667, 0.982613, -0.622515, -0.769001, 0.145304, 0, 0, 0)
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shadow_enabled = true
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shadow_blur = 4.0
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[node name="Buildings" type="Node3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 129.404, -9.53674e-07, 309.4)
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@ -161,5 +161,4 @@ jolt_3d/limits/max_temporary_memory=64
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textures/canvas_textures/default_texture_filter=0
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anti_aliasing/quality/msaa_3d=3
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anti_aliasing/quality/screen_space_aa=1
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anti_aliasing/quality/use_taa=true
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anti_aliasing/quality/use_debanding=true
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@ -1,4 +1,4 @@
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[gd_scene load_steps=40 format=3 uid="uid://cy7t2tc4y3b4"]
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[gd_scene load_steps=42 format=3 uid="uid://cy7t2tc4y3b4"]
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[ext_resource type="Script" path="res://src/player/shot_setup/shot_setup.gd" id="1_r6ei4"]
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[ext_resource type="PackedScene" uid="uid://dfttci386ohip" path="res://src/player/physics_ball/physics_ball.tscn" id="2_1i5j5"]
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@ -7,6 +7,7 @@
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[ext_resource type="PackedScene" uid="uid://445qd7m4qe2j" path="res://src/player/shot_setup/club_selector/club_selector.tscn" id="4_56ape"]
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[ext_resource type="PackedScene" uid="uid://fht6j87o8ecr" path="res://src/ui/projectile_arc/projectile_arc.tscn" id="4_ry2ho"]
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[ext_resource type="PackedScene" uid="uid://dbdul15c4oblg" path="res://src/ui/projected_target.tscn" id="6_mynqj"]
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[ext_resource type="Shader" path="res://src/shaders/canvas_retro.gdshader" id="7_h6c4m"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_lnol1"]
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albedo_color = Color(0, 0.537255, 1, 1)
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@ -480,6 +481,15 @@ _data = {
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"display": SubResource("Animation_g52q7")
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}
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_afsun"]
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shader = ExtResource("7_h6c4m")
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shader_parameter/change_color_depth = true
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shader_parameter/target_color_depth = 6
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shader_parameter/dithering = true
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shader_parameter/scale_resolution = true
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shader_parameter/target_resolution_scale = 2
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shader_parameter/enable_recolor = false
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[sub_resource type="Animation" id="Animation_pk1s7"]
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length = 0.001
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tracks/0/type = "bezier"
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@ -852,6 +862,17 @@ libraries = {
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"": SubResource("AnimationLibrary_gbnnr")
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}
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[node name="ColorRect" type="ColorRect" parent="ShotUI"]
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visible = false
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material = SubResource("ShaderMaterial_afsun")
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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mouse_filter = 2
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[node name="ShotGauges" type="Control" parent="ShotUI"]
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layout_mode = 1
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anchor_left = 0.4
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@ -0,0 +1,168 @@
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// CanvasItem Retro Post-processing
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// Adapted from https://godotshaders.com/shader/retro-post-processing/
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shader_type canvas_item;
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// Handles the resolution changes, color depth, and dithering
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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group_uniforms resolution_and_colors;
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uniform bool change_color_depth = false;
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uniform int target_color_depth : hint_range(1, 8) = 5;
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uniform bool dithering = false;
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uniform bool scale_resolution = false;
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uniform int target_resolution_scale = 3;
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// Handles the LUTish recoloring
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group_uniforms gradient_recoloring;
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uniform bool enable_recolor = false;
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uniform sampler2D to_gradient: hint_default_black;
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int dithering_pattern(ivec2 fragcoord) {
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const int pattern[] = {
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-4, +0, -3, +1,
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+2, -2, +3, -1,
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-3, +1, -4, +0,
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+3, -1, +2, -2
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};
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int x = fragcoord.x % 4;
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int y = fragcoord.y % 4;
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return pattern[y * 4 + x];
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}
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vec3 rgb2hsv(vec3 rgb) { //Converts RGB values to HSV
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float r = rgb.r;
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float g = rgb.g;
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float b = rgb.b;
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float cmax = max(r,max(g,b));
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float cmin = min(r,min(g,b));
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float delta = cmax - cmin;
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float h = 0.f; //hue
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if (delta > 0.f){
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if (cmax == r){
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h = (g-b)/delta;
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h = mod(h,6.f);
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} else if (cmax == g){
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h = ((b - r) / delta) + 2.f;
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} else {
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h = ((r-g)/delta) + 4.f;
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}
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h = h * 60.f;
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}
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float s = 0.f; //saturation
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if (cmax > 0.f){
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s = delta / cmax;
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}
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return vec3(h,s,cmax); // Keep original alpha value
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}
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vec3 hsv2rgb(vec3 hsv) { //Converts HSV values to RGB
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float h = hsv.r;
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float s = hsv.g;
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float v = hsv.b;
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float c = v * s;
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//X = C × (1 - |(H / 60°) mod 2 - 1|)
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float x = h / 60.f;
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x = mod(x,2.f);
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x = abs(x - 1.f);
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x = c * (1.f - x);
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float m = v - c;
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vec3 rgb = vec3(0.f,0.f,0.f);
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if (h < 60.f) {
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rgb = vec3(c,x,0.f);
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} else if (h < 120.f){
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rgb = vec3(x,c,0.f);
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} else if (h < 180.f){
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rgb = vec3(0.f,c,x);
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} else if (h < 240.f){
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rgb = vec3(0.f,x,c);
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} else if (h < 300.f){
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rgb = vec3(x,0.f,c);
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} else if (h < 360.f){
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rgb = vec3(c,0.f,x);
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}
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rgb[0] = rgb[0] + m;
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rgb[1] = rgb[1] + m;
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rgb[2] = rgb[2] + m;
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return rgb;
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}
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void fragment() {
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vec2 iResolution = 1.0 / SCREEN_PIXEL_SIZE;
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vec2 q = FRAGCOORD.xy / iResolution.xy;
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ivec2 uv = ivec2(q);
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vec3 color = texture(screen_texture, vec2(q.x,q.y) ).xyz;
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if(scale_resolution){
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uv = ivec2(FRAGCOORD.xy / float(target_resolution_scale));
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color = texelFetch(screen_texture, uv * target_resolution_scale, 0).rgb;
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} else {
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uv = ivec2(FRAGCOORD.xy);
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color = texelFetch(screen_texture, uv, 0).rgb;
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}
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if(enable_recolor){
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vec3 hsv = rgb2hsv(color);
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float color_pos = (hsv.x / 360.0);
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vec3 new_color = texture(to_gradient, vec2((color_pos), 0.5)).rgb;
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vec3 new_hsv = rgb2hsv(new_color);
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hsv.x = new_hsv.x;
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vec3 final_rgb = hsv2rgb(hsv);
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color.rgb = final_rgb;
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}
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// Convert from [0.0, 1.0] range to [0, 255] range
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ivec3 c = ivec3(round(color * 255.0));
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// Apply the dithering pattern
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if (dithering) {
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c += ivec3(dithering_pattern(uv));
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}
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vec3 final_color;
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if(change_color_depth){
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// Truncate from 8 bits to color_depth bits
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c >>= (8 - target_color_depth);
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final_color = vec3(c) / float(1 << target_color_depth);
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} else {
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final_color = vec3(c) / float(1 << 8);
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}
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// Convert back to [0.0, 1.0] range
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COLOR.rgb = final_color;
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}
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@ -0,0 +1,143 @@
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// Retro Post-Processing shader
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// From https://godotshaders.com/shader/retro-post-processing/
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shader_type canvas_item;
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// Handles the resolution changes, color depth, and dithering
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group_uniforms resolution_and_colors;
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uniform bool change_color_depth = false;
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uniform int target_color_depth : hint_range(1, 8) = 5;
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uniform bool dithering = false;
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uniform bool scale_resolution = false;
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uniform int target_resolution_scale = 3;
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// Handles the LUTish recoloring
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group_uniforms gradient_recoloring;
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uniform bool enable_recolor = false;
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uniform sampler2D to_gradient: hint_default_black;
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int dithering_pattern(ivec2 fragcoord) {
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const int pattern[] = {
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-4, +0, -3, +1,
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+2, -2, +3, -1,
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-3, +1, -4, +0,
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+3, -1, +2, -2
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};
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int x = fragcoord.x % 4;
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int y = fragcoord.y % 4;
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return pattern[y * 4 + x];
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}
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vec3 rgb2hsv(vec3 rgb) { //Converts RGB values to HSV
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float r = rgb.r;
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float g = rgb.g;
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float b = rgb.b;
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float cmax = max(r,max(g,b));
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float cmin = min(r,min(g,b));
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float delta = cmax - cmin;
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float h = 0.f; //hue
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if (delta > 0.f){
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if (cmax == r){
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h = (g-b)/delta;
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h = mod(h,6.f);
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} else if (cmax == g){
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h = ((b - r) / delta) + 2.f;
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} else {
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h = ((r-g)/delta) + 4.f;
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}
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h = h * 60.f;
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}
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float s = 0.f; //saturation
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if (cmax > 0.f){
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s = delta / cmax;
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}
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return vec3(h,s,cmax); // Keep original alpha value
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}
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vec3 hsv2rgb(vec3 hsv) { //Converts HSV values to RGB
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float h = hsv.r;
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float s = hsv.g;
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float v = hsv.b;
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float c = v * s;
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//X = C × (1 - |(H / 60°) mod 2 - 1|)
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float x = h / 60.f;
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x = mod(x,2.f);
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x = abs(x - 1.f);
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x = c * (1.f - x);
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float m = v - c;
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vec3 rgb = vec3(0.f,0.f,0.f);
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if (h < 60.f) {
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rgb = vec3(c,x,0.f);
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} else if (h < 120.f){
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rgb = vec3(x,c,0.f);
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} else if (h < 180.f){
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rgb = vec3(0.f,c,x);
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} else if (h < 240.f){
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rgb = vec3(0.f,x,c);
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} else if (h < 300.f){
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rgb = vec3(x,0.f,c);
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} else if (h < 360.f){
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rgb = vec3(c,0.f,x);
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}
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rgb[0] = rgb[0] + m;
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rgb[1] = rgb[1] + m;
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rgb[2] = rgb[2] + m;
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return rgb;
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}
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void fragment() {
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ivec2 uv;
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vec3 color;
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if(scale_resolution){
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uv = ivec2(FRAGCOORD.xy / float(target_resolution_scale));
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color = texelFetch(TEXTURE, uv * target_resolution_scale, 0).rgb;
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} else {
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uv = ivec2(FRAGCOORD.xy);
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color = texelFetch(TEXTURE, uv, 0).rgb;
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}
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if(enable_recolor){
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vec3 hsv = rgb2hsv(color);
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float color_pos = (hsv.x / 360.0);
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vec3 new_color = texture(to_gradient, vec2((color_pos), 0.5)).rgb;
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vec3 new_hsv = rgb2hsv(new_color);
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hsv.x = new_hsv.x;
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vec3 final_rgb = hsv2rgb(hsv);
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color.rgb = final_rgb;
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}
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// Convert from [0.0, 1.0] range to [0, 255] range
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ivec3 c = ivec3(round(color * 255.0));
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// Apply the dithering pattern
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if (dithering) {
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c += ivec3(dithering_pattern(uv));
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}
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vec3 final_color;
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if(change_color_depth){
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// Truncate from 8 bits to color_depth bits
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c >>= (8 - target_color_depth);
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final_color = vec3(c) / float(1 << target_color_depth);
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} else {
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final_color = vec3(c) / float(1 << 8);
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}
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// Convert back to [0.0, 1.0] range
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COLOR.rgb = final_color;
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}
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@ -0,0 +1,31 @@
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[gd_scene load_steps=4 format=3 uid="uid://cwnwcd8kushl3"]
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[ext_resource type="Shader" path="res://src/shaders/retro_postprocessing.gdshader" id="1_3gv54"]
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[ext_resource type="PackedScene" uid="uid://bm2o3mex10v11" path="res://levels/debug_level/debug_level.tscn" id="1_pge3b"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_sc4r2"]
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shader = ExtResource("1_3gv54")
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shader_parameter/change_color_depth = true
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shader_parameter/target_color_depth = 8
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shader_parameter/dithering = true
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shader_parameter/scale_resolution = true
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shader_parameter/target_resolution_scale = 3
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shader_parameter/enable_recolor = false
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[node name="World" type="Node"]
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[node name="SubViewportContainer" type="SubViewportContainer" parent="."]
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material = SubResource("ShaderMaterial_sc4r2")
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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stretch = true
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[node name="SubViewport" type="SubViewport" parent="SubViewportContainer"]
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size = Vector2i(1280, 720)
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[node name="Level" type="Node3D" parent="SubViewportContainer/SubViewport"]
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[node name="TestLevel" parent="SubViewportContainer/SubViewport/Level" instance=ExtResource("1_pge3b")]
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