first commit
This commit is contained in:
170
addons/zylann.hterrain/shaders/array.gdshader
Executable file
170
addons/zylann.hterrain/shaders/array.gdshader
Executable file
@@ -0,0 +1,170 @@
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shader_type spatial;
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#include "include/heightmap.gdshaderinc"
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uniform sampler2D u_terrain_heightmap;
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uniform sampler2D u_terrain_normalmap;
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// I had to remove source_color` from colormap in Godot 3 because it makes sRGB conversion kick in,
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// which snowballs to black when doing GPU painting on that texture...
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uniform sampler2D u_terrain_colormap;
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uniform sampler2D u_terrain_splat_index_map;
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uniform sampler2D u_terrain_splat_weight_map;
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uniform sampler2D u_terrain_globalmap : source_color;
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uniform mat4 u_terrain_inverse_transform;
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uniform mat3 u_terrain_normal_basis;
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uniform sampler2DArray u_ground_albedo_bump_array : source_color;
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uniform sampler2DArray u_ground_normal_roughness_array;
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// TODO Have UV scales for each texture in an array?
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uniform float u_ground_uv_scale;
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uniform float u_globalmap_blend_start;
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uniform float u_globalmap_blend_distance;
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uniform bool u_depth_blending = true;
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varying float v_hole;
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varying vec3 v_tint;
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varying vec2 v_ground_uv;
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varying float v_distance_to_camera;
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vec3 unpack_normal(vec4 rgba) {
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vec3 n = rgba.xzy * 2.0 - vec3(1.0);
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// Had to negate Z because it comes from Y in the normal map,
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// and OpenGL-style normal maps are Y-up.
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n.z *= -1.0;
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return n;
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}
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vec3 get_depth_blended_weights(vec3 splat, vec3 bumps) {
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float dh = 0.2;
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vec3 h = bumps + splat;
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// TODO Keep improving multilayer blending, there are still some edge cases...
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// Mitigation: nullify layers with near-zero splat
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h *= smoothstep(0, 0.05, splat);
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vec3 d = h + dh;
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d.r -= max(h.g, h.b);
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d.g -= max(h.r, h.b);
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d.b -= max(h.g, h.r);
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vec3 w = clamp(d, 0, 1);
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// Had to normalize, since this approach does not preserve components summing to 1
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return w / (w.x + w.y + w.z);
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}
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void vertex() {
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vec4 wpos = MODEL_MATRIX * vec4(VERTEX, 1);
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vec2 cell_coords = (u_terrain_inverse_transform * wpos).xz;
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// Must add a half-offset so that we sample the center of pixels,
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// otherwise bilinear filtering of the textures will give us mixed results (#183)
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cell_coords += vec2(0.5);
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// Normalized UV
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UV = cell_coords / vec2(textureSize(u_terrain_heightmap, 0));
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// Height displacement
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float h = sample_heightmap(u_terrain_heightmap, UV);
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VERTEX.y = h;
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wpos.y = h;
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vec3 base_ground_uv = vec3(cell_coords.x, h * MODEL_MATRIX[1][1], cell_coords.y);
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v_ground_uv = base_ground_uv.xz / u_ground_uv_scale;
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// Putting this in vertex saves 2 fetches from the fragment shader,
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// which is good for performance at a negligible quality cost,
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// provided that geometry is a regular grid that decimates with LOD.
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// (downside is LOD will also decimate tint and splat, but it's not bad overall)
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vec4 tint = texture(u_terrain_colormap, UV);
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v_hole = tint.a;
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v_tint = tint.rgb;
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// Need to use u_terrain_normal_basis to handle scaling.
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NORMAL = u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV));
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v_distance_to_camera = distance(wpos.xyz, CAMERA_POSITION_WORLD);
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}
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void fragment() {
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if (v_hole < 0.5) {
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// TODO Add option to use vertex discarding instead, using NaNs
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discard;
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}
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vec3 terrain_normal_world =
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u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV));
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terrain_normal_world = normalize(terrain_normal_world);
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vec3 normal = terrain_normal_world;
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float globalmap_factor =
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clamp((v_distance_to_camera - u_globalmap_blend_start) * u_globalmap_blend_distance, 0.0, 1.0);
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globalmap_factor *= globalmap_factor; // slower start, faster transition but far away
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vec3 global_albedo = texture(u_terrain_globalmap, UV).rgb;
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ALBEDO = global_albedo;
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// Doing this branch allows to spare a bunch of texture fetches for distant pixels.
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// Eventually, there could be a split between near and far shaders in the future,
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// if relevant on high-end GPUs
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if (globalmap_factor < 1.0) {
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vec4 tex_splat_indexes = texture(u_terrain_splat_index_map, UV);
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vec4 tex_splat_weights = texture(u_terrain_splat_weight_map, UV);
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// TODO Can't use texelFetch!
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// https://github.com/godotengine/godot/issues/31732
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vec3 splat_indexes = tex_splat_indexes.rgb * 255.0;
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vec3 splat_weights = vec3(
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tex_splat_weights.r,
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tex_splat_weights.g,
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1.0 - tex_splat_weights.r - tex_splat_weights.g
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);
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vec4 ab0 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv, splat_indexes.x));
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vec4 ab1 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv, splat_indexes.y));
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vec4 ab2 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv, splat_indexes.z));
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vec4 nr0 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv, splat_indexes.x));
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vec4 nr1 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv, splat_indexes.y));
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vec4 nr2 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv, splat_indexes.z));
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// TODO An #ifdef macro would be nice! Or copy/paste everything in a different shader...
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if (u_depth_blending) {
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splat_weights = get_depth_blended_weights(splat_weights, vec3(ab0.a, ab1.a, ab2.a));
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}
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ALBEDO = v_tint * (
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ab0.rgb * splat_weights.x
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+ ab1.rgb * splat_weights.y
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+ ab2.rgb * splat_weights.z
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);
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ROUGHNESS =
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nr0.a * splat_weights.x
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+ nr1.a * splat_weights.y
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+ nr2.a * splat_weights.z;
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vec3 normal0 = unpack_normal(nr0);
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vec3 normal1 = unpack_normal(nr1);
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vec3 normal2 = unpack_normal(nr2);
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vec3 ground_normal =
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normal0 * splat_weights.x
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+ normal1 * splat_weights.y
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+ normal2 * splat_weights.z;
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// Combine terrain normals with detail normals (not sure if correct but looks ok)
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normal = normalize(vec3(
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terrain_normal_world.x + ground_normal.x,
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terrain_normal_world.y,
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terrain_normal_world.z + ground_normal.z));
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normal = mix(normal, terrain_normal_world, globalmap_factor);
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ALBEDO = mix(ALBEDO, global_albedo, globalmap_factor);
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//ALBEDO = vec3(splat_weight0, splat_weight1, splat_weight2);
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ROUGHNESS = mix(ROUGHNESS, 1.0, globalmap_factor);
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}
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NORMAL = (VIEW_MATRIX * (vec4(normal, 0.0))).xyz;
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}
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1
addons/zylann.hterrain/shaders/array.gdshader.uid
Normal file
1
addons/zylann.hterrain/shaders/array.gdshader.uid
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@@ -0,0 +1 @@
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uid://ir0n8l1h3d08
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87
addons/zylann.hterrain/shaders/array_global.gdshader
Executable file
87
addons/zylann.hterrain/shaders/array_global.gdshader
Executable file
@@ -0,0 +1,87 @@
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// This shader is used to bake the global albedo map.
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// It exposes a subset of the main shader API, so uniform names were not modified.
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shader_type spatial;
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// I had to remove source_color` from colormap in Godot 3 because it makes sRGB conversion kick in,
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// which snowballs to black when doing GPU painting on that texture...
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uniform sampler2D u_terrain_colormap;
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uniform sampler2D u_terrain_splat_index_map;
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uniform sampler2D u_terrain_splat_weight_map;
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uniform sampler2DArray u_ground_albedo_bump_array : source_color;
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// TODO Have UV scales for each texture in an array?
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uniform float u_ground_uv_scale;
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// Keep depth blending because it has a high effect on the final result
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uniform bool u_depth_blending = true;
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vec3 get_depth_blended_weights(vec3 splat, vec3 bumps) {
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float dh = 0.2;
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vec3 h = bumps + splat;
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// TODO Keep improving multilayer blending, there are still some edge cases...
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// Mitigation: nullify layers with near-zero splat
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h *= smoothstep(0, 0.05, splat);
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vec3 d = h + dh;
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d.r -= max(h.g, h.b);
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d.g -= max(h.r, h.b);
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d.b -= max(h.g, h.r);
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vec3 w = clamp(d, 0, 1);
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// Had to normalize, since this approach does not preserve components summing to 1
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return w / (w.x + w.y + w.z);
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}
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void vertex() {
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vec4 wpos = MODEL_MATRIX * vec4(VERTEX, 1);
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vec2 cell_coords = wpos.xz;
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// Must add a half-offset so that we sample the center of pixels,
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// otherwise bilinear filtering of the textures will give us mixed results (#183)
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cell_coords += vec2(0.5);
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// Normalized UV
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UV = (cell_coords / vec2(textureSize(u_terrain_splat_index_map, 0)));
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}
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void fragment() {
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vec4 tint = texture(u_terrain_colormap, UV);
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vec4 tex_splat_indexes = texture(u_terrain_splat_index_map, UV);
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vec4 tex_splat_weights = texture(u_terrain_splat_weight_map, UV);
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// TODO Can't use texelFetch!
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// https://github.com/godotengine/godot/issues/31732
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vec3 splat_indexes = tex_splat_indexes.rgb * 255.0;
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// Get bump at normal resolution so depth blending is accurate
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vec2 ground_uv = UV / u_ground_uv_scale;
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float b0 = texture(u_ground_albedo_bump_array, vec3(ground_uv, splat_indexes.x)).a;
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float b1 = texture(u_ground_albedo_bump_array, vec3(ground_uv, splat_indexes.y)).a;
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float b2 = texture(u_ground_albedo_bump_array, vec3(ground_uv, splat_indexes.z)).a;
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// Take the center of the highest mip as color, because we can't see details from far away.
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vec2 ndc_center = vec2(0.5, 0.5);
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vec3 a0 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, splat_indexes.x), 10.0).rgb;
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vec3 a1 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, splat_indexes.y), 10.0).rgb;
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vec3 a2 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, splat_indexes.z), 10.0).rgb;
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vec3 splat_weights = vec3(
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tex_splat_weights.r,
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tex_splat_weights.g,
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1.0 - tex_splat_weights.r - tex_splat_weights.g
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);
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// TODO An #ifdef macro would be nice! Or copy/paste everything in a different shader...
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if (u_depth_blending) {
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splat_weights = get_depth_blended_weights(splat_weights, vec3(b0, b1, b2));
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}
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ALBEDO = tint.rgb * (
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a0 * splat_weights.x
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+ a1 * splat_weights.y
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+ a2 * splat_weights.z
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);
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}
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1
addons/zylann.hterrain/shaders/array_global.gdshader.uid
Normal file
1
addons/zylann.hterrain/shaders/array_global.gdshader.uid
Normal file
@@ -0,0 +1 @@
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uid://bgrtecan31p7t
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107
addons/zylann.hterrain/shaders/detail.gdshader
Executable file
107
addons/zylann.hterrain/shaders/detail.gdshader
Executable file
@@ -0,0 +1,107 @@
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shader_type spatial;
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render_mode cull_disabled;
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#include "include/heightmap.gdshaderinc"
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uniform sampler2D u_terrain_heightmap;
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uniform sampler2D u_terrain_detailmap;
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uniform sampler2D u_terrain_normalmap;
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uniform sampler2D u_terrain_globalmap : source_color;
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uniform mat4 u_terrain_inverse_transform;
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uniform mat3 u_terrain_normal_basis;
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uniform sampler2D u_albedo_alpha : source_color;
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uniform float u_view_distance = 100.0;
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uniform float u_globalmap_tint_bottom : hint_range(0.0, 1.0);
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uniform float u_globalmap_tint_top : hint_range(0.0, 1.0);
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uniform float u_bottom_ao : hint_range(0.0, 1.0);
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uniform vec2 u_ambient_wind; // x: amplitude, y: time
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uniform vec3 u_instance_scale = vec3(1.0, 1.0, 1.0);
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uniform float u_roughness = 0.9;
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varying vec3 v_normal;
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varying vec2 v_map_uv;
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float get_hash(vec2 c) {
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return fract(sin(dot(c.xy, vec2(12.9898,78.233))) * 43758.5453);
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}
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vec3 unpack_normal(vec4 rgba) {
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vec3 n = rgba.xzy * 2.0 - vec3(1.0);
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n.z *= -1.0;
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return n;
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}
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vec3 get_ambient_wind_displacement(vec2 uv, float hash) {
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// TODO This is an initial basic implementation. It may be improved in the future, especially for strong wind.
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float t = u_ambient_wind.y;
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float amp = u_ambient_wind.x * (1.0 - uv.y);
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// Main displacement
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vec3 disp = amp * vec3(cos(t), 0, sin(t * 1.2));
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// Fine displacement
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float fine_disp_frequency = 2.0;
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disp += 0.2 * amp * vec3(cos(t * (fine_disp_frequency + hash)), 0, sin(t * (fine_disp_frequency + hash) * 1.2));
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return disp;
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}
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float get_height(sampler2D heightmap, vec2 uv) {
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return sample_heightmap(heightmap, uv);
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}
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void vertex() {
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vec4 obj_pos = MODEL_MATRIX * vec4(0, 1, 0, 1);
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vec3 cell_coords = (u_terrain_inverse_transform * obj_pos).xyz;
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// Must add a half-offset so that we sample the center of pixels,
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// otherwise bilinear filtering of the textures will give us mixed results (#183)
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cell_coords.xz += vec2(0.5);
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vec2 map_uv = cell_coords.xz / vec2(textureSize(u_terrain_heightmap, 0));
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v_map_uv = map_uv;
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//float density = 0.5 + 0.5 * sin(4.0*TIME); // test
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float density = texture(u_terrain_detailmap, map_uv).r;
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float hash = get_hash(obj_pos.xz);
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if (density > hash) {
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vec3 normal = normalize(
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u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, map_uv)));
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// Snap model to the terrain
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float height = get_height(u_terrain_heightmap, map_uv) / cell_coords.y;
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VERTEX *= u_instance_scale;
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VERTEX.y += height;
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VERTEX += get_ambient_wind_displacement(UV, hash);
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// Fade alpha with distance
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vec3 wpos = (MODEL_MATRIX * vec4(VERTEX, 1)).xyz;
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float dr = distance(wpos, CAMERA_POSITION_WORLD) / u_view_distance;
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COLOR.a = clamp(1.0 - dr * dr * dr, 0.0, 1.0);
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// When using billboards,
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// the normal is the same as the terrain regardless of face orientation
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v_normal = normal;
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} else {
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// Discard, output degenerate triangles
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VERTEX = vec3(0, 0, 0);
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}
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}
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void fragment() {
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NORMAL = (VIEW_MATRIX * (MODEL_MATRIX * vec4(v_normal, 0.0))).xyz;
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ALPHA_SCISSOR_THRESHOLD = 0.5;
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ROUGHNESS = u_roughness;
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vec4 col = texture(u_albedo_alpha, UV);
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ALPHA = col.a * COLOR.a;// - clamp(1.4 - UV.y, 0.0, 1.0);//* 0.5 + 0.5*cos(2.0*TIME);
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ALBEDO = COLOR.rgb * col.rgb;
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// Blend with ground color
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float nh = sqrt(max(1.0 - UV.y, 0.0));
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ALBEDO = mix(ALBEDO, texture(u_terrain_globalmap, v_map_uv).rgb, mix(u_globalmap_tint_bottom, u_globalmap_tint_top, nh));
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// Fake bottom AO
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ALBEDO = ALBEDO * mix(1.0, 1.0 - u_bottom_ao, UV.y * UV.y);
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}
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1
addons/zylann.hterrain/shaders/detail.gdshader.uid
Normal file
1
addons/zylann.hterrain/shaders/detail.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://d0yxj54ellbka
|
||||
66
addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc
Executable file
66
addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc
Executable file
@@ -0,0 +1,66 @@
|
||||
|
||||
// Use functions from this file everywhere a heightmap is used,
|
||||
// so it is easy to track and change the format
|
||||
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||||
float sample_heightmap(sampler2D spl, vec2 pos) {
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// RF
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||||
return texture(spl, pos).r;
|
||||
}
|
||||
|
||||
vec4 encode_height_to_viewport(float h) {
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||||
//return vec4(encode_height_to_rgb8_unorm(h), 1.0);
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||||
|
||||
// Encode regular floats into an assumed RGBA8 output color.
|
||||
// This is used because Godot 4.0 doesn't support RF viewports,
|
||||
// and the irony is, even if float viewports get supported, it's likely it will end up RGBAF,
|
||||
// which is wasting bandwidth because we are only interested in R...
|
||||
uint u = floatBitsToUint(h);
|
||||
return vec4(
|
||||
float((u >> 0u) & 255u),
|
||||
float((u >> 8u) & 255u),
|
||||
float((u >> 16u) & 255u),
|
||||
float((u >> 24u) & 255u)
|
||||
) / vec4(255.0);
|
||||
}
|
||||
|
||||
float decode_height_from_viewport(vec4 c) {
|
||||
uint u = uint(c.r * 255.0)
|
||||
| (uint(c.g * 255.0) << 8u)
|
||||
| (uint(c.b * 255.0) << 16u)
|
||||
| (uint(c.a * 255.0) << 24u);
|
||||
return uintBitsToFloat(u);
|
||||
}
|
||||
|
||||
float sample_height_from_viewport(sampler2D screen, vec2 uv) {
|
||||
ivec2 ts = textureSize(screen, 0);
|
||||
vec2 norm_to_px = vec2(ts);
|
||||
|
||||
// Convert to pixels and apply a small offset so we interpolate from pixel centers
|
||||
vec2 uv_px_f = uv * norm_to_px - vec2(0.5);
|
||||
|
||||
ivec2 uv_px = ivec2(uv_px_f);
|
||||
|
||||
// Get interpolation pixel positions
|
||||
ivec2 p00 = uv_px;
|
||||
ivec2 p10 = uv_px + ivec2(1, 0);
|
||||
ivec2 p01 = uv_px + ivec2(0, 1);
|
||||
ivec2 p11 = uv_px + ivec2(1, 1);
|
||||
|
||||
// Get pixels
|
||||
vec4 c00 = texelFetch(screen, p00, 0);
|
||||
vec4 c10 = texelFetch(screen, p10, 0);
|
||||
vec4 c01 = texelFetch(screen, p01, 0);
|
||||
vec4 c11 = texelFetch(screen, p11, 0);
|
||||
|
||||
// Decode heights
|
||||
float h00 = decode_height_from_viewport(c00);
|
||||
float h10 = decode_height_from_viewport(c10);
|
||||
float h01 = decode_height_from_viewport(c01);
|
||||
float h11 = decode_height_from_viewport(c11);
|
||||
|
||||
// Linear filter
|
||||
vec2 f = fract(uv_px_f);
|
||||
float h = mix(mix(h00, h10, f.x), mix(h01, h11, f.x), f.y);
|
||||
|
||||
return h;
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://cejki3yhcmmd8
|
||||
57
addons/zylann.hterrain/shaders/include/heightmap_rgb8_encoding.gdshaderinc
Executable file
57
addons/zylann.hterrain/shaders/include/heightmap_rgb8_encoding.gdshaderinc
Executable file
@@ -0,0 +1,57 @@
|
||||
|
||||
const float V2_UNIT_STEPS = 1024.0;
|
||||
const float V2_MIN = -8192.0;
|
||||
const float V2_MAX = 8191.0;
|
||||
const float V2_DF = 255.0 / V2_UNIT_STEPS;
|
||||
|
||||
float decode_height_from_rgb8_unorm_2(vec3 c) {
|
||||
return (c.r * 0.25 + c.g * 64.0 + c.b * 16384.0) * (4.0 * V2_DF) + V2_MIN;
|
||||
}
|
||||
|
||||
vec3 encode_height_to_rgb8_unorm_2(float h) {
|
||||
// TODO Check if this has float precision issues
|
||||
// TODO Modulo operator might be a performance/compatibility issue
|
||||
h -= V2_MIN;
|
||||
int i = int(h * V2_UNIT_STEPS);
|
||||
int r = i % 256;
|
||||
int g = (i / 256) % 256;
|
||||
int b = i / 65536;
|
||||
return vec3(float(r), float(g), float(b)) / 255.0;
|
||||
}
|
||||
|
||||
float decode_height_from_rgb8_unorm(vec3 c) {
|
||||
return decode_height_from_rgb8_unorm_2(c);
|
||||
}
|
||||
|
||||
vec3 encode_height_to_rgb8_unorm(float h) {
|
||||
return encode_height_to_rgb8_unorm_2(h);
|
||||
}
|
||||
|
||||
// TODO Remove for now?
|
||||
// Bilinear filtering appears to work well enough without doing this.
|
||||
// There are some artifacts, but we could easily live with them,
|
||||
// and I suspect they could be easy to patch somehow in the encoding/decoding.
|
||||
//
|
||||
// In case bilinear filtering is required.
|
||||
// This is slower than if we had a native float format.
|
||||
// Unfortunately, Godot 4 removed support for 2D HDR viewports. They were used
|
||||
// to edit this format natively. Using compute shaders would force users to
|
||||
// have Vulkan. So we had to downgrade performance a bit using a technique from the GLES2 era...
|
||||
float sample_height_bilinear_rgb8_unorm(sampler2D heightmap, vec2 uv) {
|
||||
vec2 ts = vec2(textureSize(heightmap, 0));
|
||||
vec2 p00f = uv * ts;
|
||||
ivec2 p00 = ivec2(p00f);
|
||||
|
||||
vec3 s00 = texelFetch(heightmap, p00, 0).rgb;
|
||||
vec3 s10 = texelFetch(heightmap, p00 + ivec2(1, 0), 0).rgb;
|
||||
vec3 s01 = texelFetch(heightmap, p00 + ivec2(0, 1), 0).rgb;
|
||||
vec3 s11 = texelFetch(heightmap, p00 + ivec2(1, 1), 0).rgb;
|
||||
|
||||
float h00 = decode_height_from_rgb8_unorm(s00);
|
||||
float h10 = decode_height_from_rgb8_unorm(s10);
|
||||
float h01 = decode_height_from_rgb8_unorm(s01);
|
||||
float h11 = decode_height_from_rgb8_unorm(s11);
|
||||
|
||||
vec2 f = p00f - vec2(p00);
|
||||
return mix(mix(h00, h10, f.x), mix(h01, h11, f.x), f.y);
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://ctuxl7ko61ko0
|
||||
71
addons/zylann.hterrain/shaders/lookdev.gdshader
Executable file
71
addons/zylann.hterrain/shaders/lookdev.gdshader
Executable file
@@ -0,0 +1,71 @@
|
||||
shader_type spatial;
|
||||
|
||||
// Development shader used to debug or help authoring.
|
||||
|
||||
#include "include/heightmap.gdshaderinc"
|
||||
|
||||
uniform sampler2D u_terrain_heightmap;
|
||||
uniform sampler2D u_terrain_normalmap;
|
||||
uniform sampler2D u_terrain_colormap;
|
||||
uniform sampler2D u_map; // This map will control color
|
||||
uniform mat4 u_terrain_inverse_transform;
|
||||
uniform mat3 u_terrain_normal_basis;
|
||||
|
||||
varying float v_hole;
|
||||
|
||||
|
||||
vec3 unpack_normal(vec4 rgba) {
|
||||
// If we consider texture space starts from top-left corner and Y goes down,
|
||||
// then Y+ in pixel space corresponds to Z+ in terrain space,
|
||||
// while X+ also corresponds to X+ in terrain space.
|
||||
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;
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
vec4 wpos = MODEL_MATRIX * vec4(VERTEX, 1);
|
||||
vec2 cell_coords = (u_terrain_inverse_transform * wpos).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 (#183)
|
||||
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;
|
||||
wpos.y = h;
|
||||
|
||||
// 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)
|
||||
vec4 tint = texture(u_terrain_colormap, UV);
|
||||
v_hole = tint.a;
|
||||
|
||||
// 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_hole < 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);
|
||||
vec3 normal = terrain_normal_world;
|
||||
|
||||
vec4 value = texture(u_map, UV);
|
||||
// TODO Blend toward checker pattern to show the alpha channel
|
||||
|
||||
ALBEDO = value.rgb;
|
||||
ROUGHNESS = 0.5;
|
||||
NORMAL = (VIEW_MATRIX * (vec4(normal, 0.0))).xyz;
|
||||
}
|
||||
1
addons/zylann.hterrain/shaders/lookdev.gdshader.uid
Normal file
1
addons/zylann.hterrain/shaders/lookdev.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dquktnr0k3ora
|
||||
63
addons/zylann.hterrain/shaders/low_poly.gdshader
Executable file
63
addons/zylann.hterrain/shaders/low_poly.gdshader
Executable file
@@ -0,0 +1,63 @@
|
||||
shader_type spatial;
|
||||
|
||||
// This is a very simple shader for a low-poly coloured visual, without textures
|
||||
|
||||
#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 mat4 u_terrain_inverse_transform;
|
||||
uniform mat3 u_terrain_normal_basis;
|
||||
|
||||
varying flat vec4 v_tint;
|
||||
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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 (#183)
|
||||
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;
|
||||
|
||||
// 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);
|
||||
|
||||
// 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);
|
||||
|
||||
ALBEDO = v_tint.rgb;
|
||||
ROUGHNESS = 1.0;
|
||||
NORMAL = normalize(cross(dFdy(VERTEX), dFdx(VERTEX)));
|
||||
}
|
||||
|
||||
1
addons/zylann.hterrain/shaders/low_poly.gdshader.uid
Normal file
1
addons/zylann.hterrain/shaders/low_poly.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dhjiulqqbukc8
|
||||
373
addons/zylann.hterrain/shaders/multisplat16.gdshader
Executable file
373
addons/zylann.hterrain/shaders/multisplat16.gdshader
Executable file
@@ -0,0 +1,373 @@
|
||||
shader_type spatial;
|
||||
|
||||
// WIP
|
||||
// This shader uses a texture array with multiple splatmaps, allowing up to 16 textures.
|
||||
// Only the 4 textures having highest blending weight are sampled.
|
||||
|
||||
#include "include/heightmap.gdshaderinc"
|
||||
|
||||
uniform sampler2D u_terrain_heightmap;
|
||||
uniform sampler2D u_terrain_normalmap;
|
||||
// I had to remove source_color` 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;
|
||||
uniform sampler2D u_terrain_splatmap;
|
||||
uniform sampler2D u_terrain_splatmap_1;
|
||||
uniform sampler2D u_terrain_splatmap_2;
|
||||
uniform sampler2D u_terrain_splatmap_3;
|
||||
uniform sampler2D u_terrain_globalmap : source_color;
|
||||
uniform mat4 u_terrain_inverse_transform;
|
||||
uniform mat3 u_terrain_normal_basis;
|
||||
|
||||
uniform sampler2DArray u_ground_albedo_bump_array : source_color;
|
||||
uniform sampler2DArray u_ground_normal_roughness_array;
|
||||
|
||||
uniform float u_ground_uv_scale = 20.0;
|
||||
uniform bool u_depth_blending = true;
|
||||
uniform float u_globalmap_blend_start;
|
||||
uniform float u_globalmap_blend_distance;
|
||||
uniform bool u_tile_reduction = false;
|
||||
|
||||
varying float v_hole;
|
||||
varying vec3 v_tint;
|
||||
varying vec2 v_terrain_uv;
|
||||
varying vec3 v_ground_uv;
|
||||
varying float v_distance_to_camera;
|
||||
|
||||
// TODO Can't put this in a constant: https://github.com/godotengine/godot/issues/44145
|
||||
//const int TEXTURE_COUNT = 16;
|
||||
|
||||
|
||||
vec3 unpack_normal(vec4 rgba) {
|
||||
// If we consider texture space starts from top-left corner and Y goes down,
|
||||
// then Y+ in pixel space corresponds to Z+ in terrain space,
|
||||
// while X+ also corresponds to X+ in terrain space.
|
||||
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;
|
||||
}
|
||||
|
||||
vec4 pack_normal(vec3 n, float a) {
|
||||
n.z *= -1.0;
|
||||
return vec4((n.xzy + vec3(1.0)) * 0.5, a);
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
void get_splat_weights(vec2 uv, out vec4 out_high_indices, out vec4 out_high_weights) {
|
||||
vec4 ew0 = texture(u_terrain_splatmap, uv);
|
||||
vec4 ew1 = texture(u_terrain_splatmap_1, uv);
|
||||
vec4 ew2 = texture(u_terrain_splatmap_2, uv);
|
||||
vec4 ew3 = texture(u_terrain_splatmap_3, uv);
|
||||
|
||||
float weights[16] = {
|
||||
ew0.r, ew0.g, ew0.b, ew0.a,
|
||||
ew1.r, ew1.g, ew1.b, ew1.a,
|
||||
ew2.r, ew2.g, ew2.b, ew2.a,
|
||||
ew3.r, ew3.g, ew3.b, ew3.a
|
||||
};
|
||||
|
||||
// float weights_sum = 0.0;
|
||||
// for (int i = 0; i < 16; ++i) {
|
||||
// weights_sum += weights[i];
|
||||
// }
|
||||
// for (int i = 0; i < 16; ++i) {
|
||||
// weights_sum /= weights_sum;
|
||||
// }
|
||||
// weights_sum=1.1;
|
||||
|
||||
// Now we have to pick the 4 highest weights and use them to blend textures.
|
||||
|
||||
// Using arrays because Godot's shader version doesn't support dynamic indexing of vectors
|
||||
// TODO We should not need to initialize, but apparently we don't always find 4 weights
|
||||
int high_indices_array[4] = {0, 0, 0, 0};
|
||||
float high_weights_array[4] = {0.0, 0.0, 0.0, 0.0};
|
||||
int count = 0;
|
||||
// We know weights are supposed to be normalized.
|
||||
// That means the highest value of the pivot above which we can find 4 results
|
||||
// is 1.0 / 4.0. However that would mean exactly 4 textures have exactly that weight,
|
||||
// which is very unlikely. If we consider 1.0 / 5.0, we are a bit more likely to find
|
||||
// 4 results, and finding 5 results remains almost impossible.
|
||||
float pivot = /*weights_sum*/1.0 / 5.0;
|
||||
|
||||
for (int i = 0; i < 16; ++i) {
|
||||
if (weights[i] > pivot) {
|
||||
high_weights_array[count] = weights[i];
|
||||
high_indices_array[count] = i;
|
||||
weights[i] = 0.0;
|
||||
++count;
|
||||
}
|
||||
}
|
||||
|
||||
while (count < 4 && pivot > 0.0) {
|
||||
float max_weight = 0.0;
|
||||
int max_index = 0;
|
||||
|
||||
for (int i = 0; i < 16; ++i) {
|
||||
if (/*weights[i] <= pivot && */weights[i] > max_weight) {
|
||||
max_weight = weights[i];
|
||||
max_index = i;
|
||||
weights[i] = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
high_indices_array[count] = max_index;
|
||||
high_weights_array[count] = max_weight;
|
||||
++count;
|
||||
pivot = max_weight;
|
||||
}
|
||||
|
||||
out_high_weights = vec4(
|
||||
high_weights_array[0], high_weights_array[1],
|
||||
high_weights_array[2], high_weights_array[3]);
|
||||
|
||||
out_high_indices = vec4(
|
||||
float(high_indices_array[0]), float(high_indices_array[1]),
|
||||
float(high_indices_array[2]), float(high_indices_array[3]));
|
||||
|
||||
out_high_weights /=
|
||||
out_high_weights.r + out_high_weights.g + out_high_weights.b + out_high_weights.a;
|
||||
}
|
||||
|
||||
vec4 depth_blend2(vec4 a_value, float a_bump, vec4 b_value, float b_bump, float t) {
|
||||
// https://www.gamasutra.com
|
||||
// /blogs/AndreyMishkinis/20130716/196339/Advanced_Terrain_Texture_Splatting.php
|
||||
float d = 0.1;
|
||||
float ma = max(a_bump + (1.0 - t), b_bump + t) - d;
|
||||
float ba = max(a_bump + (1.0 - t) - ma, 0.0);
|
||||
float bb = max(b_bump + t - ma, 0.0);
|
||||
return (a_value * ba + b_value * bb) / (ba + bb);
|
||||
}
|
||||
|
||||
vec2 rotate(vec2 v, float cosa, float sina) {
|
||||
return vec2(cosa * v.x - sina * v.y, sina * v.x + cosa * v.y);
|
||||
}
|
||||
|
||||
vec4 texture_array_antitile(sampler2DArray albedo_tex, sampler2DArray normal_tex, vec3 uv,
|
||||
out vec4 out_normal) {
|
||||
|
||||
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);
|
||||
vec3 uv2 = vec3(rotate(uv.xy, cosa, sina) * scale, uv.z);
|
||||
|
||||
vec4 col0 = texture(albedo_tex, uv);
|
||||
vec4 col1 = texture(albedo_tex, uv2);
|
||||
vec4 nrm0 = texture(normal_tex, uv);
|
||||
vec4 nrm1 = texture(normal_tex, uv2);
|
||||
//col0 = vec4(0.0, 0.5, 0.5, 1.0); // Highlights variations
|
||||
|
||||
// Normals have to be rotated too since we are rotating the texture...
|
||||
// TODO Probably not the most efficient but understandable for now
|
||||
vec3 n = unpack_normal(nrm1);
|
||||
// Had to negate the Y axis for some reason. I never remember the myriad of conventions around
|
||||
n.xz = rotate(n.xz, cosa, -sina);
|
||||
nrm1 = pack_normal(n, nrm1.a);
|
||||
|
||||
// Periodically alternate between the two versions using a warped checker pattern
|
||||
float t = 1.1 + 0.5
|
||||
* sin(uv2.x * frequency + sin(uv.x) * 2.0)
|
||||
* cos(uv2.y * frequency + sin(uv.y) * 2.0); // Result in [0..2]
|
||||
t = smoothstep(sharpness, 2.0 - sharpness, t);
|
||||
|
||||
// Using depth blend because classic alpha blending smoothes out details.
|
||||
out_normal = depth_blend2(nrm0, col0.a, nrm1, col1.a, t);
|
||||
return depth_blend2(col0, col0.a, col1, col1.a, t);
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
vec4 wpos = MODEL_MATRIX * vec4(VERTEX, 1);
|
||||
vec2 cell_coords = (u_terrain_inverse_transform * wpos).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 (#183)
|
||||
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;
|
||||
wpos.y = h;
|
||||
|
||||
vec3 base_ground_uv = vec3(cell_coords.x, h * MODEL_MATRIX[1][1], cell_coords.y);
|
||||
v_ground_uv = base_ground_uv / u_ground_uv_scale;
|
||||
|
||||
// Putting this in vertex saves a fetch 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 it, but it's not bad overall)
|
||||
vec4 tint = texture(u_terrain_colormap, UV);
|
||||
v_hole = tint.a;
|
||||
v_tint = tint.rgb;
|
||||
|
||||
// Need to use u_terrain_normal_basis to handle scaling.
|
||||
NORMAL = u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV));
|
||||
|
||||
v_distance_to_camera = distance(wpos.xyz, CAMERA_POSITION_WORLD);
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
if (v_hole < 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);
|
||||
vec3 normal = terrain_normal_world;
|
||||
|
||||
float globalmap_factor = clamp((v_distance_to_camera - u_globalmap_blend_start)
|
||||
* u_globalmap_blend_distance, 0.0, 1.0);
|
||||
globalmap_factor *= globalmap_factor; // slower start, faster transition but far away
|
||||
vec3 global_albedo = texture(u_terrain_globalmap, UV).rgb;
|
||||
ALBEDO = global_albedo;
|
||||
|
||||
// Doing this branch allows to spare a bunch of texture fetches for distant pixels.
|
||||
// Eventually, there could be a split between near and far shaders in the future,
|
||||
// if relevant on high-end GPUs
|
||||
if (globalmap_factor < 1.0) {
|
||||
vec4 high_indices;
|
||||
vec4 high_weights;
|
||||
get_splat_weights(UV, high_indices, high_weights);
|
||||
|
||||
vec4 ab0, ab1, ab2, ab3;
|
||||
vec4 nr0, nr1, nr2, nr3;
|
||||
|
||||
if (u_tile_reduction) {
|
||||
ab0 = texture_array_antitile(
|
||||
u_ground_albedo_bump_array, u_ground_normal_roughness_array,
|
||||
vec3(v_ground_uv.xz, high_indices.x), nr0);
|
||||
ab1 = texture_array_antitile(
|
||||
u_ground_albedo_bump_array, u_ground_normal_roughness_array,
|
||||
vec3(v_ground_uv.xz, high_indices.y), nr1);
|
||||
ab2 = texture_array_antitile(
|
||||
u_ground_albedo_bump_array, u_ground_normal_roughness_array,
|
||||
vec3(v_ground_uv.xz, high_indices.z), nr2);
|
||||
ab3 = texture_array_antitile(
|
||||
u_ground_albedo_bump_array, u_ground_normal_roughness_array,
|
||||
vec3(v_ground_uv.xz, high_indices.w), nr3);
|
||||
|
||||
} else {
|
||||
ab0 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.x));
|
||||
ab1 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.y));
|
||||
ab2 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.z));
|
||||
ab3 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.w));
|
||||
|
||||
nr0 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv.xz, high_indices.x));
|
||||
nr1 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv.xz, high_indices.y));
|
||||
nr2 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv.xz, high_indices.z));
|
||||
nr3 = texture(u_ground_normal_roughness_array, vec3(v_ground_uv.xz, high_indices.w));
|
||||
}
|
||||
|
||||
vec3 col0 = ab0.rgb * v_tint;
|
||||
vec3 col1 = ab1.rgb * v_tint;
|
||||
vec3 col2 = ab2.rgb * v_tint;
|
||||
vec3 col3 = ab3.rgb * v_tint;
|
||||
|
||||
vec4 rough = vec4(nr0.a, nr1.a, nr2.a, nr3.a);
|
||||
|
||||
vec3 normal0 = unpack_normal(nr0);
|
||||
vec3 normal1 = unpack_normal(nr1);
|
||||
vec3 normal2 = unpack_normal(nr2);
|
||||
vec3 normal3 = unpack_normal(nr3);
|
||||
|
||||
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(high_weights, vec4(ab0.a, ab1.a, ab2.a, ab3.a));
|
||||
} else {
|
||||
w = high_weights;
|
||||
}
|
||||
|
||||
float w_sum = (w.r + w.g + w.b + w.a);
|
||||
|
||||
ALBEDO = (
|
||||
w.r * col0.rgb +
|
||||
w.g * col1.rgb +
|
||||
w.b * col2.rgb +
|
||||
w.a * col3.rgb) / w_sum;
|
||||
|
||||
ROUGHNESS = (
|
||||
w.r * rough.r +
|
||||
w.g * rough.g +
|
||||
w.b * rough.b +
|
||||
w.a * rough.a) / w_sum;
|
||||
|
||||
vec3 ground_normal = /*u_terrain_normal_basis **/ (
|
||||
w.r * normal0 +
|
||||
w.g * normal1 +
|
||||
w.b * normal2 +
|
||||
w.a * normal3) / w_sum;
|
||||
// If no splat textures are defined, normal vectors will default to (1,1,1),
|
||||
// which is incorrect, and causes the terrain to be shaded wrongly in some directions.
|
||||
// However, this should not be a problem to fix in the shader,
|
||||
// because there MUST be at least one splat texture set.
|
||||
//ground_normal = normalize(ground_normal);
|
||||
// TODO Make the plugin insert a default normalmap if it's empty
|
||||
|
||||
// Combine terrain normals with detail normals (not sure if correct but looks ok)
|
||||
normal = normalize(vec3(
|
||||
terrain_normal_world.x + ground_normal.x,
|
||||
terrain_normal_world.y,
|
||||
terrain_normal_world.z + ground_normal.z));
|
||||
|
||||
normal = mix(normal, terrain_normal_world, globalmap_factor);
|
||||
|
||||
ALBEDO = mix(ALBEDO, global_albedo, globalmap_factor);
|
||||
ROUGHNESS = mix(ROUGHNESS, 1.0, globalmap_factor);
|
||||
|
||||
// if(count < 3) {
|
||||
// ALBEDO = vec3(1.0, 0.0, 0.0);
|
||||
// }
|
||||
// Show splatmap weights
|
||||
//ALBEDO = w.rgb;
|
||||
}
|
||||
// Highlight all pixels undergoing no splatmap at all
|
||||
// else {
|
||||
// ALBEDO = vec3(1.0, 0.0, 0.0);
|
||||
// }
|
||||
|
||||
NORMAL = (VIEW_MATRIX * (vec4(normal, 0.0))).xyz;
|
||||
}
|
||||
1
addons/zylann.hterrain/shaders/multisplat16.gdshader.uid
Normal file
1
addons/zylann.hterrain/shaders/multisplat16.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bk4itxtdgihwp
|
||||
173
addons/zylann.hterrain/shaders/multisplat16_global.gdshader
Executable file
173
addons/zylann.hterrain/shaders/multisplat16_global.gdshader
Executable file
@@ -0,0 +1,173 @@
|
||||
shader_type spatial;
|
||||
|
||||
// This shader uses a texture array with multiple splatmaps, allowing up to 16 textures.
|
||||
// Only the 4 textures having highest blending weight are sampled.
|
||||
|
||||
// I had to remove source_color` 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;
|
||||
uniform sampler2D u_terrain_splatmap;
|
||||
uniform sampler2D u_terrain_splatmap_1;
|
||||
uniform sampler2D u_terrain_splatmap_2;
|
||||
uniform sampler2D u_terrain_splatmap_3;
|
||||
|
||||
uniform sampler2DArray u_ground_albedo_bump_array : source_color;
|
||||
|
||||
uniform float u_ground_uv_scale = 20.0;
|
||||
uniform bool u_depth_blending = true;
|
||||
|
||||
// TODO Can't put this in a constant: https://github.com/godotengine/godot/issues/44145
|
||||
//const int TEXTURE_COUNT = 16;
|
||||
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
void get_splat_weights(vec2 uv, out vec4 out_high_indices, out vec4 out_high_weights) {
|
||||
vec4 ew0 = texture(u_terrain_splatmap, uv);
|
||||
vec4 ew1 = texture(u_terrain_splatmap_1, uv);
|
||||
vec4 ew2 = texture(u_terrain_splatmap_2, uv);
|
||||
vec4 ew3 = texture(u_terrain_splatmap_3, uv);
|
||||
|
||||
float weights[16] = {
|
||||
ew0.r, ew0.g, ew0.b, ew0.a,
|
||||
ew1.r, ew1.g, ew1.b, ew1.a,
|
||||
ew2.r, ew2.g, ew2.b, ew2.a,
|
||||
ew3.r, ew3.g, ew3.b, ew3.a
|
||||
};
|
||||
|
||||
// float weights_sum = 0.0;
|
||||
// for (int i = 0; i < 16; ++i) {
|
||||
// weights_sum += weights[i];
|
||||
// }
|
||||
// for (int i = 0; i < 16; ++i) {
|
||||
// weights_sum /= weights_sum;
|
||||
// }
|
||||
// weights_sum=1.1;
|
||||
|
||||
// Now we have to pick the 4 highest weights and use them to blend textures.
|
||||
|
||||
// Using arrays because Godot's shader version doesn't support dynamic indexing of vectors
|
||||
// TODO We should not need to initialize, but apparently we don't always find 4 weights
|
||||
int high_indices_array[4] = {0, 0, 0, 0};
|
||||
float high_weights_array[4] = {0.0, 0.0, 0.0, 0.0};
|
||||
int count = 0;
|
||||
// We know weights are supposed to be normalized.
|
||||
// That means the highest value of the pivot above which we can find 4 results
|
||||
// is 1.0 / 4.0. However that would mean exactly 4 textures have exactly that weight,
|
||||
// which is very unlikely. If we consider 1.0 / 5.0, we are a bit more likely to find
|
||||
// 4 results, and finding 5 results remains almost impossible.
|
||||
float pivot = /*weights_sum*/1.0 / 5.0;
|
||||
|
||||
for (int i = 0; i < 16; ++i) {
|
||||
if (weights[i] > pivot) {
|
||||
high_weights_array[count] = weights[i];
|
||||
high_indices_array[count] = i;
|
||||
weights[i] = 0.0;
|
||||
++count;
|
||||
}
|
||||
}
|
||||
|
||||
while (count < 4 && pivot > 0.0) {
|
||||
float max_weight = 0.0;
|
||||
int max_index = 0;
|
||||
|
||||
for (int i = 0; i < 16; ++i) {
|
||||
if (/*weights[i] <= pivot && */weights[i] > max_weight) {
|
||||
max_weight = weights[i];
|
||||
max_index = i;
|
||||
weights[i] = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
high_indices_array[count] = max_index;
|
||||
high_weights_array[count] = max_weight;
|
||||
++count;
|
||||
pivot = max_weight;
|
||||
}
|
||||
|
||||
out_high_weights = vec4(
|
||||
high_weights_array[0], high_weights_array[1],
|
||||
high_weights_array[2], high_weights_array[3]);
|
||||
|
||||
out_high_indices = vec4(
|
||||
float(high_indices_array[0]), float(high_indices_array[1]),
|
||||
float(high_indices_array[2]), float(high_indices_array[3]));
|
||||
|
||||
out_high_weights /=
|
||||
out_high_weights.r + out_high_weights.g + out_high_weights.b + out_high_weights.a;
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
vec4 wpos = MODEL_MATRIX * vec4(VERTEX, 1);
|
||||
vec2 cell_coords = wpos.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 (#183)
|
||||
cell_coords += vec2(0.5);
|
||||
|
||||
// Normalized UV
|
||||
UV = cell_coords / vec2(textureSize(u_terrain_splatmap, 0));
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
// These were moved from vertex to fragment,
|
||||
// so we can generate part of the global map with just one quad and we get full quality
|
||||
vec3 tint = texture(u_terrain_colormap, UV).rgb;
|
||||
vec4 splat = texture(u_terrain_splatmap, UV);
|
||||
|
||||
vec4 high_indices;
|
||||
vec4 high_weights;
|
||||
get_splat_weights(UV, high_indices, high_weights);
|
||||
|
||||
// Get bump at normal resolution so depth blending is accurate
|
||||
vec2 ground_uv = UV / u_ground_uv_scale;
|
||||
float b0 = texture(u_ground_albedo_bump_array, vec3(ground_uv, high_indices.x)).a;
|
||||
float b1 = texture(u_ground_albedo_bump_array, vec3(ground_uv, high_indices.y)).a;
|
||||
float b2 = texture(u_ground_albedo_bump_array, vec3(ground_uv, high_indices.z)).a;
|
||||
float b3 = texture(u_ground_albedo_bump_array, vec3(ground_uv, high_indices.w)).a;
|
||||
|
||||
// Take the center of the highest mip as color, because we can't see details from far away.
|
||||
vec2 ndc_center = vec2(0.5, 0.5);
|
||||
vec3 a0 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, high_indices.x), 10.0).rgb;
|
||||
vec3 a1 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, high_indices.y), 10.0).rgb;
|
||||
vec3 a2 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, high_indices.z), 10.0).rgb;
|
||||
vec3 a3 = textureLod(u_ground_albedo_bump_array, vec3(ndc_center, high_indices.w), 10.0).rgb;
|
||||
|
||||
vec3 col0 = a0 * tint;
|
||||
vec3 col1 = a1 * tint;
|
||||
vec3 col2 = a2 * tint;
|
||||
vec3 col3 = a3 * tint;
|
||||
|
||||
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(high_weights, vec4(b0, b1, b2, b3));
|
||||
} else {
|
||||
w = high_weights;
|
||||
}
|
||||
|
||||
float w_sum = (w.r + w.g + w.b + w.a);
|
||||
|
||||
ALBEDO = (
|
||||
w.r * col0.rgb +
|
||||
w.g * col1.rgb +
|
||||
w.b * col2.rgb +
|
||||
w.a * col3.rgb) / w_sum;
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://dnosi2jx6eapb
|
||||
254
addons/zylann.hterrain/shaders/multisplat16_lite.gdshader
Executable file
254
addons/zylann.hterrain/shaders/multisplat16_lite.gdshader
Executable file
@@ -0,0 +1,254 @@
|
||||
shader_type spatial;
|
||||
|
||||
// WIP
|
||||
// This shader uses a texture array with multiple splatmaps, allowing up to 16 textures.
|
||||
// Only the 4 textures having highest blending weight are sampled.
|
||||
|
||||
#include "include/heightmap.gdshaderinc"
|
||||
|
||||
uniform sampler2D u_terrain_heightmap;
|
||||
uniform sampler2D u_terrain_normalmap;
|
||||
// I had to remove source_color` 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;
|
||||
uniform sampler2D u_terrain_splatmap;
|
||||
uniform sampler2D u_terrain_splatmap_1;
|
||||
uniform sampler2D u_terrain_splatmap_2;
|
||||
uniform sampler2D u_terrain_splatmap_3;
|
||||
uniform sampler2D u_terrain_globalmap : source_color;
|
||||
uniform mat4 u_terrain_inverse_transform;
|
||||
uniform mat3 u_terrain_normal_basis;
|
||||
|
||||
uniform sampler2DArray u_ground_albedo_bump_array : source_color;
|
||||
|
||||
uniform float u_ground_uv_scale = 20.0;
|
||||
uniform bool u_depth_blending = true;
|
||||
uniform float u_globalmap_blend_start;
|
||||
uniform float u_globalmap_blend_distance;
|
||||
|
||||
varying float v_hole;
|
||||
varying vec3 v_tint;
|
||||
varying vec2 v_terrain_uv;
|
||||
varying vec3 v_ground_uv;
|
||||
varying float v_distance_to_camera;
|
||||
|
||||
// TODO Can't put this in a constant: https://github.com/godotengine/godot/issues/44145
|
||||
//const int TEXTURE_COUNT = 16;
|
||||
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
void get_splat_weights(vec2 uv, out vec4 out_high_indices, out vec4 out_high_weights) {
|
||||
vec4 ew0 = texture(u_terrain_splatmap, uv);
|
||||
vec4 ew1 = texture(u_terrain_splatmap_1, uv);
|
||||
vec4 ew2 = texture(u_terrain_splatmap_2, uv);
|
||||
vec4 ew3 = texture(u_terrain_splatmap_3, uv);
|
||||
|
||||
float weights[16] = {
|
||||
ew0.r, ew0.g, ew0.b, ew0.a,
|
||||
ew1.r, ew1.g, ew1.b, ew1.a,
|
||||
ew2.r, ew2.g, ew2.b, ew2.a,
|
||||
ew3.r, ew3.g, ew3.b, ew3.a
|
||||
};
|
||||
|
||||
// float weights_sum = 0.0;
|
||||
// for (int i = 0; i < 16; ++i) {
|
||||
// weights_sum += weights[i];
|
||||
// }
|
||||
// for (int i = 0; i < 16; ++i) {
|
||||
// weights_sum /= weights_sum;
|
||||
// }
|
||||
// weights_sum=1.1;
|
||||
|
||||
// Now we have to pick the 4 highest weights and use them to blend textures.
|
||||
|
||||
// Using arrays because Godot's shader version doesn't support dynamic indexing of vectors
|
||||
// TODO We should not need to initialize, but apparently we don't always find 4 weights
|
||||
int high_indices_array[4] = {0, 0, 0, 0};
|
||||
float high_weights_array[4] = {0.0, 0.0, 0.0, 0.0};
|
||||
int count = 0;
|
||||
// We know weights are supposed to be normalized.
|
||||
// That means the highest value of the pivot above which we can find 4 results
|
||||
// is 1.0 / 4.0. However that would mean exactly 4 textures have exactly that weight,
|
||||
// which is very unlikely. If we consider 1.0 / 5.0, we are a bit more likely to find
|
||||
// 4 results, and finding 5 results remains almost impossible.
|
||||
float pivot = /*weights_sum*/1.0 / 5.0;
|
||||
|
||||
for (int i = 0; i < 16; ++i) {
|
||||
if (weights[i] > pivot) {
|
||||
high_weights_array[count] = weights[i];
|
||||
high_indices_array[count] = i;
|
||||
weights[i] = 0.0;
|
||||
++count;
|
||||
}
|
||||
}
|
||||
|
||||
while (count < 4 && pivot > 0.0) {
|
||||
float max_weight = 0.0;
|
||||
int max_index = 0;
|
||||
|
||||
for (int i = 0; i < 16; ++i) {
|
||||
if (/*weights[i] <= pivot && */weights[i] > max_weight) {
|
||||
max_weight = weights[i];
|
||||
max_index = i;
|
||||
weights[i] = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
high_indices_array[count] = max_index;
|
||||
high_weights_array[count] = max_weight;
|
||||
++count;
|
||||
pivot = max_weight;
|
||||
}
|
||||
|
||||
out_high_weights = vec4(
|
||||
high_weights_array[0], high_weights_array[1],
|
||||
high_weights_array[2], high_weights_array[3]);
|
||||
|
||||
out_high_indices = vec4(
|
||||
float(high_indices_array[0]), float(high_indices_array[1]),
|
||||
float(high_indices_array[2]), float(high_indices_array[3]));
|
||||
|
||||
out_high_weights /=
|
||||
out_high_weights.r + out_high_weights.g + out_high_weights.b + out_high_weights.a;
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
vec4 wpos = MODEL_MATRIX * vec4(VERTEX, 1);
|
||||
vec2 cell_coords = (u_terrain_inverse_transform * wpos).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 (#183)
|
||||
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;
|
||||
wpos.y = h;
|
||||
|
||||
vec3 base_ground_uv = vec3(cell_coords.x, h * MODEL_MATRIX[1][1], cell_coords.y);
|
||||
v_ground_uv = base_ground_uv / u_ground_uv_scale;
|
||||
|
||||
// Putting this in vertex saves a fetch 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 it, but it's not bad overall)
|
||||
vec4 tint = texture(u_terrain_colormap, UV);
|
||||
v_hole = tint.a;
|
||||
v_tint = tint.rgb;
|
||||
|
||||
// Need to use u_terrain_normal_basis to handle scaling.
|
||||
NORMAL = u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, UV));
|
||||
|
||||
v_distance_to_camera = distance(wpos.xyz, CAMERA_POSITION_WORLD);
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
if (v_hole < 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);
|
||||
|
||||
float globalmap_factor = clamp((v_distance_to_camera - u_globalmap_blend_start)
|
||||
* u_globalmap_blend_distance, 0.0, 1.0);
|
||||
globalmap_factor *= globalmap_factor; // slower start, faster transition but far away
|
||||
vec3 global_albedo = texture(u_terrain_globalmap, UV).rgb;
|
||||
ALBEDO = global_albedo;
|
||||
|
||||
// Doing this branch allows to spare a bunch of texture fetches for distant pixels.
|
||||
// Eventually, there could be a split between near and far shaders in the future,
|
||||
// if relevant on high-end GPUs
|
||||
if (globalmap_factor < 1.0) {
|
||||
vec4 high_indices;
|
||||
vec4 high_weights;
|
||||
get_splat_weights(UV, high_indices, high_weights);
|
||||
|
||||
vec4 ab0 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.x));
|
||||
vec4 ab1 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.y));
|
||||
vec4 ab2 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.z));
|
||||
vec4 ab3 = texture(u_ground_albedo_bump_array, vec3(v_ground_uv.xz, high_indices.w));
|
||||
|
||||
vec3 col0 = ab0.rgb * v_tint;
|
||||
vec3 col1 = ab1.rgb * v_tint;
|
||||
vec3 col2 = ab2.rgb * v_tint;
|
||||
vec3 col3 = ab3.rgb * v_tint;
|
||||
|
||||
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(high_weights, vec4(ab0.a, ab1.a, ab2.a, ab3.a));
|
||||
} else {
|
||||
w = high_weights;
|
||||
}
|
||||
|
||||
float w_sum = (w.r + w.g + w.b + w.a);
|
||||
|
||||
ALBEDO = (
|
||||
w.r * col0.rgb +
|
||||
w.g * col1.rgb +
|
||||
w.b * col2.rgb +
|
||||
w.a * col3.rgb) / w_sum;
|
||||
|
||||
ALBEDO = mix(ALBEDO, global_albedo, globalmap_factor);
|
||||
ROUGHNESS = mix(ROUGHNESS, 1.0, globalmap_factor);
|
||||
|
||||
// if(count < 3) {
|
||||
// ALBEDO = vec3(1.0, 0.0, 0.0);
|
||||
// }
|
||||
// Show splatmap weights
|
||||
//ALBEDO = w.rgb;
|
||||
}
|
||||
// Highlight all pixels undergoing no splatmap at all
|
||||
// else {
|
||||
// ALBEDO = vec3(1.0, 0.0, 0.0);
|
||||
// }
|
||||
|
||||
NORMAL = (VIEW_MATRIX * (vec4(terrain_normal_world, 0.0))).xyz;
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://dykqpsolnarhn
|
||||
329
addons/zylann.hterrain/shaders/simple4.gdshader
Executable file
329
addons/zylann.hterrain/shaders/simple4.gdshader
Executable file
@@ -0,0 +1,329 @@
|
||||
shader_type spatial;
|
||||
|
||||
// This is the reference shader of the plugin, and has the most features.
|
||||
// it should be preferred for high-end graphics cards.
|
||||
// For less features but lower-end targets, see the lite version.
|
||||
|
||||
#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;
|
||||
uniform sampler2D u_terrain_splatmap;
|
||||
uniform sampler2D u_terrain_globalmap : source_color;
|
||||
uniform mat4 u_terrain_inverse_transform;
|
||||
uniform mat3 u_terrain_normal_basis;
|
||||
|
||||
// the reason bump is preferred with albedo is, roughness looks better with normal maps.
|
||||
// If we want no normal mapping, roughness would only give flat mirror surfaces,
|
||||
// while bump still allows to do depth-blending for free.
|
||||
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 sampler2D u_ground_normal_roughness_0;
|
||||
uniform sampler2D u_ground_normal_roughness_1;
|
||||
uniform sampler2D u_ground_normal_roughness_2;
|
||||
uniform sampler2D u_ground_normal_roughness_3;
|
||||
|
||||
// Had to give this uniform a suffix, because it's declared as a simple float
|
||||
// in other shaders, and its type cannot be inferred by the plugin.
|
||||
// See https://github.com/godotengine/godot/issues/24488
|
||||
uniform vec4 u_ground_uv_scale_per_texture = vec4(20.0, 20.0, 20.0, 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);
|
||||
|
||||
uniform float u_globalmap_blend_start;
|
||||
uniform float u_globalmap_blend_distance;
|
||||
|
||||
uniform vec4 u_colormap_opacity_per_texture = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
varying float v_hole;
|
||||
varying vec3 v_tint0;
|
||||
varying vec3 v_tint1;
|
||||
varying vec3 v_tint2;
|
||||
varying vec3 v_tint3;
|
||||
varying vec4 v_splat;
|
||||
varying vec2 v_ground_uv0;
|
||||
varying vec2 v_ground_uv1;
|
||||
varying vec2 v_ground_uv2;
|
||||
varying vec3 v_ground_uv3;
|
||||
varying float v_distance_to_camera;
|
||||
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
vec4 pack_normal(vec3 n, float a) {
|
||||
n.z *= -1.0;
|
||||
return vec4((n.xzy + vec3(1.0)) * 0.5, a);
|
||||
}
|
||||
|
||||
// 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_value, float a_bump, vec4 b_value, float b_bump, float t) {
|
||||
// https://www.gamasutra.com
|
||||
// /blogs/AndreyMishkinis/20130716/196339/Advanced_Terrain_Texture_Splatting.php
|
||||
float d = 0.1;
|
||||
float ma = max(a_bump + (1.0 - t), b_bump + t) - d;
|
||||
float ba = max(a_bump + (1.0 - t) - ma, 0.0);
|
||||
float bb = max(b_bump + t - ma, 0.0);
|
||||
return (a_value * ba + b_value * bb) / (ba + bb);
|
||||
}
|
||||
|
||||
vec2 rotate(vec2 v, float cosa, float sina) {
|
||||
return vec2(cosa * v.x - sina * v.y, sina * v.x + cosa * v.y);
|
||||
}
|
||||
|
||||
vec4 texture_antitile(sampler2D albedo_tex, sampler2D normal_tex, vec2 uv, out vec4 out_normal) {
|
||||
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 = rotate(uv, cosa, sina) * scale;
|
||||
|
||||
vec4 col0 = texture(albedo_tex, uv);
|
||||
vec4 col1 = texture(albedo_tex, uv2);
|
||||
vec4 nrm0 = texture(normal_tex, uv);
|
||||
vec4 nrm1 = texture(normal_tex, uv2);
|
||||
//col0 = vec4(0.0, 0.5, 0.5, 1.0); // Highlights variations
|
||||
|
||||
// Normals have to be rotated too since we are rotating the texture...
|
||||
// TODO Probably not the most efficient but understandable for now
|
||||
vec3 n = unpack_normal(nrm1);
|
||||
// Had to negate the Y axis for some reason. I never remember the myriad of conventions around
|
||||
n.xz = rotate(n.xz, cosa, -sina);
|
||||
nrm1 = pack_normal(n, nrm1.a);
|
||||
|
||||
// Periodically alternate between the two versions using a warped checker pattern
|
||||
float t = 1.2 +
|
||||
sin(uv2.x * frequency + sin(uv.x) * 2.0)
|
||||
* cos(uv2.y * frequency + sin(uv.y) * 2.0); // Result in [0..2]
|
||||
t = smoothstep(sharpness, 2.0 - sharpness, t);
|
||||
|
||||
// Using depth blend because classic alpha blending smoothes out details.
|
||||
out_normal = depth_blend2(nrm0, col0.a, nrm1, col1.a, t);
|
||||
return depth_blend2(col0, col0.a, col1, col1.a, t);
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
vec4 wpos = MODEL_MATRIX * vec4(VERTEX, 1);
|
||||
vec2 cell_coords = (u_terrain_inverse_transform * wpos).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 (#183)
|
||||
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;
|
||||
wpos.y = h;
|
||||
|
||||
vec3 base_ground_uv = vec3(cell_coords.x, h * MODEL_MATRIX[1][1], cell_coords.y);
|
||||
v_ground_uv0 = base_ground_uv.xz / u_ground_uv_scale_per_texture.x;
|
||||
v_ground_uv1 = base_ground_uv.xz / u_ground_uv_scale_per_texture.y;
|
||||
v_ground_uv2 = base_ground_uv.xz / u_ground_uv_scale_per_texture.z;
|
||||
v_ground_uv3 = base_ground_uv / u_ground_uv_scale_per_texture.w;
|
||||
|
||||
// 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)
|
||||
vec4 tint = texture(u_terrain_colormap, UV);
|
||||
v_hole = tint.a;
|
||||
v_tint0 = mix(vec3(1.0), tint.rgb, u_colormap_opacity_per_texture.x);
|
||||
v_tint1 = mix(vec3(1.0), tint.rgb, u_colormap_opacity_per_texture.y);
|
||||
v_tint2 = mix(vec3(1.0), tint.rgb, u_colormap_opacity_per_texture.z);
|
||||
v_tint3 = mix(vec3(1.0), tint.rgb, u_colormap_opacity_per_texture.w);
|
||||
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));
|
||||
|
||||
v_distance_to_camera = distance(wpos.xyz, CAMERA_POSITION_WORLD);
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
if (v_hole < 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);
|
||||
vec3 normal = terrain_normal_world;
|
||||
|
||||
float globalmap_factor = clamp((v_distance_to_camera - u_globalmap_blend_start)
|
||||
* u_globalmap_blend_distance, 0.0, 1.0);
|
||||
globalmap_factor *= globalmap_factor; // slower start, faster transition but far away
|
||||
vec3 global_albedo = texture(u_terrain_globalmap, UV).rgb;
|
||||
ALBEDO = global_albedo;
|
||||
|
||||
// Doing this branch allows to spare a bunch of texture fetches for distant pixels.
|
||||
// Eventually, there could be a split between near and far shaders in the future,
|
||||
// if relevant on high-end GPUs
|
||||
if (globalmap_factor < 1.0) {
|
||||
vec4 ab0, ab1, ab2, ab3;
|
||||
vec4 nr0, nr1, nr2, nr3;
|
||||
|
||||
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_uv3, blending);
|
||||
nr3 = texture_triplanar(u_ground_normal_roughness_3, v_ground_uv3, blending);
|
||||
|
||||
} else {
|
||||
if (u_tile_reduction[3] > 0.0) {
|
||||
ab3 = texture_antitile(
|
||||
u_ground_albedo_bump_3, u_ground_normal_roughness_3, v_ground_uv3.xz, nr3);
|
||||
} else {
|
||||
ab3 = texture(u_ground_albedo_bump_3, v_ground_uv3.xz);
|
||||
nr3 = texture(u_ground_normal_roughness_3, v_ground_uv3.xz);
|
||||
}
|
||||
}
|
||||
|
||||
if (u_tile_reduction[0] > 0.0) {
|
||||
ab0 = texture_antitile(
|
||||
u_ground_albedo_bump_0, u_ground_normal_roughness_0, v_ground_uv0, nr0);
|
||||
} else {
|
||||
ab0 = texture(u_ground_albedo_bump_0, v_ground_uv0);
|
||||
nr0 = texture(u_ground_normal_roughness_0, v_ground_uv0);
|
||||
}
|
||||
if (u_tile_reduction[1] > 0.0) {
|
||||
ab1 = texture_antitile(
|
||||
u_ground_albedo_bump_1, u_ground_normal_roughness_1, v_ground_uv1, nr1);
|
||||
} else {
|
||||
ab1 = texture(u_ground_albedo_bump_1, v_ground_uv1);
|
||||
nr1 = texture(u_ground_normal_roughness_1, v_ground_uv1);
|
||||
}
|
||||
if (u_tile_reduction[2] > 0.0) {
|
||||
ab2 = texture_antitile(
|
||||
u_ground_albedo_bump_2, u_ground_normal_roughness_2, v_ground_uv2, nr2);
|
||||
} else {
|
||||
ab2 = texture(u_ground_albedo_bump_2, v_ground_uv2);
|
||||
nr2 = texture(u_ground_normal_roughness_2, v_ground_uv2);
|
||||
}
|
||||
|
||||
vec3 col0 = ab0.rgb * v_tint0;
|
||||
vec3 col1 = ab1.rgb * v_tint1;
|
||||
vec3 col2 = ab2.rgb * v_tint2;
|
||||
vec3 col3 = ab3.rgb * v_tint3;
|
||||
|
||||
vec4 rough = vec4(nr0.a, nr1.a, nr2.a, nr3.a);
|
||||
|
||||
vec3 normal0 = unpack_normal(nr0);
|
||||
vec3 normal1 = unpack_normal(nr1);
|
||||
vec3 normal2 = unpack_normal(nr2);
|
||||
vec3 normal3 = unpack_normal(nr3);
|
||||
|
||||
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 = (
|
||||
w.r * col0.rgb +
|
||||
w.g * col1.rgb +
|
||||
w.b * col2.rgb +
|
||||
w.a * col3.rgb) / w_sum;
|
||||
|
||||
ROUGHNESS = (
|
||||
w.r * rough.r +
|
||||
w.g * rough.g +
|
||||
w.b * rough.b +
|
||||
w.a * rough.a) / w_sum;
|
||||
|
||||
vec3 ground_normal = /*u_terrain_normal_basis **/ (
|
||||
w.r * normal0 +
|
||||
w.g * normal1 +
|
||||
w.b * normal2 +
|
||||
w.a * normal3) / w_sum;
|
||||
// If no splat textures are defined, normal vectors will default to (1,1,1),
|
||||
// which is incorrect, and causes the terrain to be shaded wrongly in some directions.
|
||||
// However, this should not be a problem to fix in the shader,
|
||||
// because there MUST be at least one splat texture set.
|
||||
//ground_normal = normalize(ground_normal);
|
||||
// TODO Make the plugin insert a default normalmap if it's empty
|
||||
|
||||
// Combine terrain normals with detail normals (not sure if correct but looks ok)
|
||||
normal = normalize(vec3(
|
||||
terrain_normal_world.x + ground_normal.x,
|
||||
terrain_normal_world.y,
|
||||
terrain_normal_world.z + ground_normal.z));
|
||||
|
||||
normal = mix(normal, terrain_normal_world, globalmap_factor);
|
||||
|
||||
ALBEDO = mix(ALBEDO, global_albedo, globalmap_factor);
|
||||
ROUGHNESS = mix(ROUGHNESS, 1.0, globalmap_factor);
|
||||
|
||||
// Show splatmap weights
|
||||
//ALBEDO = w.rgb;
|
||||
}
|
||||
// Highlight all pixels undergoing no splatmap at all
|
||||
// else {
|
||||
// ALBEDO = vec3(1.0, 0.0, 0.0);
|
||||
// }
|
||||
|
||||
NORMAL = (VIEW_MATRIX * (vec4(normal, 0.0))).xyz;
|
||||
}
|
||||
1
addons/zylann.hterrain/shaders/simple4.gdshader.uid
Normal file
1
addons/zylann.hterrain/shaders/simple4.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://c2h0pfp2xcy4x
|
||||
83
addons/zylann.hterrain/shaders/simple4_global.gdshader
Executable file
83
addons/zylann.hterrain/shaders/simple4_global.gdshader
Executable file
@@ -0,0 +1,83 @@
|
||||
shader_type spatial;
|
||||
|
||||
// This shader is used to bake the global albedo map.
|
||||
// It exposes a subset of the main shader API, so uniform names were not modified.
|
||||
|
||||
// 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 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;
|
||||
|
||||
// Keep depth blending because it has a high effect on the final result
|
||||
uniform bool u_depth_blending = true;
|
||||
uniform float u_ground_uv_scale = 20.0;
|
||||
|
||||
|
||||
vec4 get_depth_blended_weights(vec4 splat, vec4 bumps) {
|
||||
float dh = 0.2;
|
||||
|
||||
vec4 h = bumps + 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);
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
vec4 wpos = MODEL_MATRIX * vec4(VERTEX, 1);
|
||||
vec2 cell_coords = wpos.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 (#183)
|
||||
cell_coords += vec2(0.5);
|
||||
|
||||
// Normalized UV
|
||||
UV = (cell_coords / vec2(textureSize(u_terrain_splatmap, 0)));
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
// These were moved from vertex to fragment,
|
||||
// so we can generate part of the global map with just one quad and we get full quality
|
||||
vec4 tint = texture(u_terrain_colormap, UV);
|
||||
vec4 splat = texture(u_terrain_splatmap, UV);
|
||||
|
||||
// Get bump at normal resolution so depth blending is accurate
|
||||
vec2 ground_uv = UV / u_ground_uv_scale;
|
||||
float b0 = texture(u_ground_albedo_bump_0, ground_uv).a;
|
||||
float b1 = texture(u_ground_albedo_bump_1, ground_uv).a;
|
||||
float b2 = texture(u_ground_albedo_bump_2, ground_uv).a;
|
||||
float b3 = texture(u_ground_albedo_bump_3, ground_uv).a;
|
||||
|
||||
// Take the center of the highest mip as color, because we can't see details from far away.
|
||||
vec2 ndc_center = vec2(0.5, 0.5);
|
||||
vec3 col0 = textureLod(u_ground_albedo_bump_0, ndc_center, 10.0).rgb;
|
||||
vec3 col1 = textureLod(u_ground_albedo_bump_1, ndc_center, 10.0).rgb;
|
||||
vec3 col2 = textureLod(u_ground_albedo_bump_2, ndc_center, 10.0).rgb;
|
||||
vec3 col3 = textureLod(u_ground_albedo_bump_3, ndc_center, 10.0).rgb;
|
||||
|
||||
vec4 w;
|
||||
if (u_depth_blending) {
|
||||
w = get_depth_blended_weights(splat, vec4(b0, b1, b2, b3));
|
||||
} else {
|
||||
w = splat.rgba;
|
||||
}
|
||||
|
||||
float w_sum = (w.r + w.g + w.b + w.a);
|
||||
|
||||
ALBEDO = tint.rgb * (
|
||||
w.r * col0 +
|
||||
w.g * col1 +
|
||||
w.b * col2 +
|
||||
w.a * col3) / w_sum;
|
||||
}
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
uid://k5ehxem4asrx
|
||||
211
addons/zylann.hterrain/shaders/simple4_lite.gdshader
Executable file
211
addons/zylann.hterrain/shaders/simple4_lite.gdshader
Executable file
@@ -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;
|
||||
}
|
||||
|
||||
1
addons/zylann.hterrain/shaders/simple4_lite.gdshader.uid
Normal file
1
addons/zylann.hterrain/shaders/simple4_lite.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bgp3wo0dmhn00
|
||||
Reference in New Issue
Block a user