Simple cel shader

This commit is contained in:
Rob Kelly 2024-07-20 17:29:41 -06:00
parent 82f1ef5851
commit ff7950c2ad
2 changed files with 81 additions and 6 deletions

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@ -0,0 +1,51 @@
// NOTE: Shader automatically converted from Godot Engine 4.2.2.stable's StandardMaterial3D.
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_toon,specular_toon;
uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable;
uniform float roughness : hint_range(0,1);
uniform sampler2D texture_metallic : hint_default_white,filter_linear_mipmap,repeat_enable;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_roughness_r,filter_linear_mipmap,repeat_enable;
uniform float metallic;
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
uniform sampler2D albedo_gradient;
uniform sampler2D shadow_gradient;
uniform sampler2D fresnel_ramp;
float fresnel(float amount, vec3 normal, vec3 view) {
return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0)), amount);
}
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
void fragment() {
float basic_fresnel = fresnel(4.0, NORMAL, VIEW);
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo, base_uv);
ALBEDO = albedo.rgb * albedo_tex.rgb + (basic_fresnel * texture(fresnel_ramp, vec2(basic_fresnel, 0.0)).rgb * 1.0);
float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
METALLIC = metallic_tex * metallic;
vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);
float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
SPECULAR = 0.0;
}
void light() {
float dotproduct = clamp(dot(NORMAL, LIGHT), -0.9, 0.9);
float sample = clamp((dotproduct + 1.0) * ATTENUATION / 2.1, 0.05, 0.95);
vec4 shaded = texture(shadow_gradient, vec2(sample, 0.0));
DIFFUSE_LIGHT += (shaded.rgb * LIGHT_COLOR) / 2.0;
}

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[gd_scene load_steps=7 format=3 uid="uid://bqp5mwyat3asv"]
[gd_scene load_steps=12 format=3 uid="uid://bqp5mwyat3asv"]
[ext_resource type="Script" path="res://src/player/player.gd" id="1_h16ke"]
[ext_resource type="Texture2D" uid="uid://b0yefajw1cqo" path="res://assets/textures/character_placeholder.png" id="1_iys0p"]
[ext_resource type="Shader" path="res://src/player/cel_shader.gdshader" id="2_lc05i"]
[ext_resource type="Script" path="res://src/player/third_person_camera.gd" id="3_gichr"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ccqgr"]
albedo_texture = ExtResource("1_iys0p")
distance_fade_mode = 2
distance_fade_max_distance = 1.0
[sub_resource type="Gradient" id="Gradient_n24ft"]
offsets = PackedFloat32Array(0.443836, 0.852055)
[sub_resource type="GradientTexture1D" id="GradientTexture1D_k01mp"]
gradient = SubResource("Gradient_n24ft")
[sub_resource type="Gradient" id="Gradient_s23j5"]
interpolation_mode = 1
offsets = PackedFloat32Array(0.49, 0.5)
[sub_resource type="GradientTexture1D" id="GradientTexture1D_5ivp0"]
gradient = SubResource("Gradient_s23j5")
[sub_resource type="ShaderMaterial" id="ShaderMaterial_4kmto"]
render_priority = 0
shader = ExtResource("2_lc05i")
shader_parameter/albedo = Color(1, 1, 1, 1)
shader_parameter/roughness = 1.0
shader_parameter/metallic_texture_channel = null
shader_parameter/metallic = 0.0
shader_parameter/uv1_scale = Vector3(1, 1, 1)
shader_parameter/uv1_offset = Vector3(0, 0, 0)
shader_parameter/uv2_scale = Vector3(1, 1, 1)
shader_parameter/uv2_offset = Vector3(0, 0, 0)
shader_parameter/texture_albedo = ExtResource("1_iys0p")
shader_parameter/shadow_gradient = SubResource("GradientTexture1D_5ivp0")
shader_parameter/fresnel_ramp = SubResource("GradientTexture1D_k01mp")
[sub_resource type="CapsuleMesh" id="CapsuleMesh_8sedy"]
material = SubResource("StandardMaterial3D_ccqgr")
material = SubResource("ShaderMaterial_4kmto")
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_otw5j"]