Initial commit

This commit is contained in:
scorpion21211-cmd
2026-10-03 23:29:41 -04:00
commit e24bbbda5d
10586 changed files with 1030090 additions and 0 deletions
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View File
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[gd_resource type="VisualShader" format=3 uid="uid://wn6mnfchf1w7"]
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_1u1qt"]
source = 5
[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_uy04d"]
parameter_name = "BlurStrength"
default_value_enabled = true
[sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_4pbl3"]
parameter_name = "Screen"
texture_type = 1
texture_filter = 3
texture_repeat = 2
texture_source = 1
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_fy3um"]
input_name = "screen_uv"
[sub_resource type="VisualShaderNodeMix" id="VisualShaderNodeMix_fh0io"]
default_input_values = [0, 0.0, 1, 2.0, 2, 0.5]
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_oxcow"]
operator = 2
[sub_resource type="VisualShaderNodeMix" id="VisualShaderNodeMix_rdldc"]
default_input_values = [0, 1.0, 1, 0.8, 2, 0.5]
[resource]
mode = 1
flags/light_only = false
nodes/fragment/0/position = Vector2(-760, 80)
nodes/fragment/2/node = SubResource("VisualShaderNodeTexture_1u1qt")
nodes/fragment/2/position = Vector2(-1360, 80)
nodes/fragment/3/node = SubResource("VisualShaderNodeFloatParameter_uy04d")
nodes/fragment/3/position = Vector2(-2220, 240)
nodes/fragment/4/node = SubResource("VisualShaderNodeTexture2DParameter_4pbl3")
nodes/fragment/4/position = Vector2(-2020, 540)
nodes/fragment/5/node = SubResource("VisualShaderNodeInput_fy3um")
nodes/fragment/5/position = Vector2(-1900, 0)
nodes/fragment/6/node = SubResource("VisualShaderNodeMix_fh0io")
nodes/fragment/6/position = Vector2(-1840, 120)
nodes/fragment/7/node = SubResource("VisualShaderNodeVectorOp_oxcow")
nodes/fragment/7/position = Vector2(-1080, 60)
nodes/fragment/8/node = SubResource("VisualShaderNodeMix_rdldc")
nodes/fragment/8/position = Vector2(-1380, 340)
nodes/fragment/connections = PackedInt32Array(4, 0, 2, 2, 5, 0, 2, 0, 3, 0, 6, 2, 6, 0, 2, 1, 2, 0, 7, 0, 3, 0, 8, 2, 8, 0, 7, 1, 7, 0, 0, 0)
@@ -0,0 +1,20 @@
extends ShaderMaterial
class_name ConvertedMaterial
## See Material3DConversion. Any changes made to this will not stick if you go back to the regular models by unbaking!
@export var original_material : String
@export var original_material_cache : StandardMaterial3D
func cache(mat : StandardMaterial3D):
if Engine.is_editor_hint():
if (not mat.resource_path) or '.tscn' in mat.resource_path:
print("WARNING: Material ",str(mat), " is not saved to disk. Storing in memory. Recommend un-baking, save to disk, then re-bake")
original_material_cache = mat
else:
original_material = mat.resource_path
func get_original_material() -> StandardMaterial3D:
var mat = original_material_cache
if not mat:
mat = load(original_material)
return mat
@@ -0,0 +1 @@
uid://coq1nx8700wij
@@ -0,0 +1,769 @@
extends BaseMaterial3D
class_name Material3DConversion
const shader_names = {
"albedo_color": "albedo",
"metallic_specular": "specular",
"roughness": "roughness",
"metallic": "metallic",
"emission": "emission",
"emission_energy": "emission_energy",
"normal_scale": "normal_scale",
"rim": "rim",
"rim_tint": "rim_tint",
"clearcoat": "clearcoat",
"clearcoat_roughness": "clearcoat_roughness",
"anisotropy": "anisotropy_ratio",
"heightmap_scale": "heightmap_scale",
"subsurf_scatter_strength": "subsurface_scattering_strength",
"backlight": "backlight",
"refraction": "refraction",
"point_size": "point_size",
"uv1_scale": "uv1_scale",
"uv1_offset": "uv1_offset",
"uv2_scale": "uv2_scale",
"uv2_offset": "uv2_offset",
"uv1_blend_sharpness": "uv1_blend_sharpness",
"uv2_blend_sharpness": "uv2_blend_sharpness",
"particles_anim_h_frames": "particles_anim_h_frames",
"particles_anim_v_frames": "particles_anim_v_frames",
"particles_anim_loop": "particles_anim_loop",
"heightmap_min_layers": "heightmap_min_layers",
"heightmap_max_layers": "heightmap_max_layers",
"heightmap_flip": "heightmap_flip",
"mat.grow": "mat.grow",
"ao_light_affect": "ao_light_affect",
"proximity_fade_distance": "proximity_fade_distance",
"distance_fade_min": "distance_fade_min",
"distance_fade_max": "distance_fade_max",
"msdf_pixel_range": "msdf_pixel_range",
"msdf_outline_size": "msdf_outline_size",
# "metallic_texture_channel": "metallic_texture_channel",
# "ao_texture_channel": "ao_texture_channel",
# "clearcoat_texture_channel": "clearcoat_texture_channel",
# "rim_texture_channel": "rim_texture_channel",
# "heightmap_texture_channel": "heightmap_texture_channel",
# "refraction_texture_channel": "refraction_texture_channel",
"transmittance_color": "transmittance_color",
"transmittance_depth": "transmittance_depth",
"transmittance_boost": "transmittance_boost",
"texture_names": {
TEXTURE_ALBEDO: "texture_albedo",
TEXTURE_METALLIC: "texture_metallic",
TEXTURE_ROUGHNESS: "texture_roughness",
TEXTURE_EMISSION: "texture_emission",
TEXTURE_NORMAL: "texture_normal",
TEXTURE_RIM: "texture_rim",
TEXTURE_CLEARCOAT: "texture_clearcoat",
TEXTURE_FLOWMAP: "texture_flowmap",
TEXTURE_AMBIENT_OCCLUSION: "texture_ambient_occlusion",
TEXTURE_HEIGHTMAP: "texture_heightmap",
TEXTURE_SUBSURFACE_SCATTERING: "texture_subsurface_scattering",
TEXTURE_SUBSURFACE_TRANSMITTANCE: "texture_subsurface_transmittance",
TEXTURE_BACKLIGHT: "texture_backlight",
TEXTURE_REFRACTION: "texture_refraction",
TEXTURE_DETAIL_MASK: "texture_detail_mask",
TEXTURE_DETAIL_ALBEDO: "texture_detail_albedo",
TEXTURE_DETAIL_NORMAL: "texture_detail_normal",
TEXTURE_ORM: "texture_orm"
},
"alpha_scissor_threshold": "alpha_scissor_threshold",
"alpha_hash_scale": "alpha_hash_scale",
"alpha_antialiasing_edge": "alpha_antialiasing_edge",
"albedo_texture_size": "albedo_texture_size"
}
static func convert_to_shadermat(mat : StandardMaterial3D, injected_vars : String, injected_vertex : String):
var shader_mat = ConvertedMaterial.new()
shader_mat.cache(mat)
shader_mat.shader = Shader.new()
shader_mat.shader.code = create_shader_code(mat, injected_vars, injected_vertex)
for property in shader_names:
if property == "texture_names":
for texture in shader_names[property]:
shader_mat.set_shader_parameter(shader_names[property][texture],mat.get_texture(texture))
else:
shader_mat.set_shader_parameter(shader_names[property],mat.get(property))
return shader_mat
static func write_texture_channel(var_name : String, texture_channel : TextureChannel, prefix = "uniform"):
# fun fact: Godot engine (as of right now) does not do these correctly, and implementation varies per feature. Yay. *sigh*
var code = prefix + " vec4 " + var_name + " = vec4("
match texture_channel:
TEXTURE_CHANNEL_RED:
code += "1.0,0.0,0.0,0.0);\n"
TEXTURE_CHANNEL_GREEN:
code += "0.0,1.0,0.0,0.0);\n"
TEXTURE_CHANNEL_BLUE:
code += "0.0,0.0,1.0,0.0);\n"
TEXTURE_CHANNEL_ALPHA:
code += "0.0,0.0,0.0,1.0);\n"
TEXTURE_CHANNEL_GRAYSCALE:
code += "0.333333,0.333333,0.333333,0.0);\n"
return code
static func create_shader_code(mat : StandardMaterial3D, injected_vars : String, injected_vertex : String):
var texfilter_str: String
var texfilter_height_str: String
match mat.texture_filter:
TEXTURE_FILTER_NEAREST:
texfilter_str = "filter_nearest"
texfilter_height_str = "filter_linear"
TEXTURE_FILTER_LINEAR:
texfilter_str = "filter_linear"
texfilter_height_str = "filter_linear"
TEXTURE_FILTER_NEAREST_WITH_MIPMAPS:
texfilter_str = "filter_nearest_mipmap"
texfilter_height_str = "filter_linear_mipmap"
TEXTURE_FILTER_LINEAR_WITH_MIPMAPS:
texfilter_str = "filter_linear_mipmap"
texfilter_height_str = "filter_linear_mipmap"
TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC:
texfilter_str = "filter_nearest_mipmap_anisotropic"
texfilter_height_str = "filter_linear_mipmap_anisotropic"
TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC:
texfilter_str = "filter_linear_mipmap_anisotropic"
texfilter_height_str = "filter_linear_mipmap_anisotropic"
TEXTURE_FILTER_MAX:
pass # Internal value, skip.
if mat.get_flag(FLAG_USE_TEXTURE_REPEAT):
texfilter_str += ",repeat_enable"
texfilter_height_str += ",repeat_enable"
else:
texfilter_str += ",repeat_disable"
texfilter_height_str += ",repeat_disable"
var code = "shader_type spatial;\nrender_mode "
match mat.blend_mode:
BLEND_MODE_MIX:
code += "blend_mix"
BLEND_MODE_ADD:
code += "blend_add"
BLEND_MODE_SUB:
code += "blend_sub"
BLEND_MODE_MUL:
code += "blend_mul"
var ddm = mat.depth_draw_mode
if mat.get_feature(FEATURE_REFRACTION):
ddm = DEPTH_DRAW_ALWAYS
match ddm:
DEPTH_DRAW_OPAQUE_ONLY:
code += ",depth_draw_opaque"
DEPTH_DRAW_ALWAYS:
code += ",depth_draw_always"
DEPTH_DRAW_DISABLED:
code += ",depth_draw_never"
match mat.cull_mode:
CULL_BACK:
code += ",cull_back"
CULL_FRONT:
code += ",cull_front"
CULL_DISABLED:
code += ",cull_disabled"
match mat.diffuse_mode:
DIFFUSE_BURLEY:
code += ",diffuse_burley"
DIFFUSE_LAMBERT:
code += ",diffuse_lambert"
DIFFUSE_LAMBERT_WRAP:
code += ",diffuse_lambert_wrap"
DIFFUSE_TOON:
code += ",diffuse_toon"
match mat.specular_mode:
SPECULAR_SCHLICK_GGX:
code += ",specular_schlick_ggx"
SPECULAR_TOON:
code += ",specular_toon"
SPECULAR_DISABLED:
code += ",specular_disabled"
if mat.get_feature(FEATURE_SUBSURFACE_SCATTERING) && mat.get_flag(FLAG_SUBSURFACE_MODE_SKIN):
code += ",sss_mode_skin"
if mat.shading_mode == SHADING_MODE_UNSHADED:
code += ",unshaded"
if mat.get_flag(FLAG_DISABLE_DEPTH_TEST):
code += ",depth_test_disabled"
if mat.get_flag(FLAG_PARTICLE_TRAILS_MODE):
code += ",particle_trails"
if mat.shading_mode == SHADING_MODE_PER_VERTEX:
code += ",vertex_lighting"
if mat.get_flag(FLAG_DONT_RECEIVE_SHADOWS):
code += ",shadows_disabled"
if mat.get_flag(FLAG_DISABLE_AMBIENT_LIGHT):
code += ",ambient_light_disabled"
if mat.get_flag(FLAG_USE_SHADOW_TO_OPACITY):
code += ",shadow_to_opacity"
if mat.get_flag(FLAG_DISABLE_FOG):
code += ",fog_disabled"
if mat.transparency == TRANSPARENCY_ALPHA_DEPTH_PRE_PASS:
code += ",depth_prepass_alpha"
# Alpha antialiasing
if mat.transparency == TRANSPARENCY_ALPHA_HASH or mat.transparency == TRANSPARENCY_ALPHA_SCISSOR:
if mat.alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE:
code += ",alpha_to_coverage"
elif mat.alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE:
code += ",alpha_to_coverage_and_one"
code += ";\n"
code += injected_vars
code += "uniform vec4 albedo : source_color;\n"
code += "uniform sampler2D texture_albedo : source_color," + texfilter_str + ";\n"
if mat.grow:
code += "uniform float mat.grow;\n"
if mat.proximity_fade_enabled:
code += "uniform float proximity_fade_distance;\n"
if mat.distance_fade_mode != DISTANCE_FADE_DISABLED:
code += "uniform float distance_fade_min;\n"
code += "uniform float distance_fade_max;\n"
if mat.get_flag(FLAG_ALBEDO_TEXTURE_MSDF):
code += "uniform float msdf_pixel_range;\n"
code += "uniform float msdf_outline_size;\n"
# Alpha scissor or hash
if mat.transparency == TRANSPARENCY_ALPHA_SCISSOR:
code += "uniform float alpha_scissor_threshold;\n"
elif mat.transparency == TRANSPARENCY_ALPHA_HASH:
code += "uniform float alpha_hash_scale;\n"
# Alpha antialiasing edge
if mat.alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF and (mat.transparency == TRANSPARENCY_ALPHA_SCISSOR or mat.transparency == TRANSPARENCY_ALPHA_HASH):
code += "uniform float alpha_antialiasing_edge;\n"
code += "uniform ivec2 albedo_texture_size;\n"
code += "uniform float point_size : hint_range(0,128);\n"
code += "uniform float roughness : hint_range(0,1);\n"
code += "uniform sampler2D texture_metallic : " + texfilter_str + ";\n"
code += write_texture_channel("metallic_texture_channel", mat.metallic_texture_channel)
code += write_texture_channel("roughness_texture_channel", mat.roughness_texture_channel)
code += "uniform sampler2D texture_roughness : " + texfilter_str + ";\n"
code += "uniform float specular;\n"
code += "uniform float metallic;\n"
if mat.billboard_mode == BILLBOARD_PARTICLES:
code += "uniform int particles_anim_h_frames;\n"
code += "uniform int particles_anim_v_frames;\n"
code += "uniform bool particles_anim_loop;\n"
if mat.get_feature(FEATURE_EMISSION):
code += "uniform sampler2D texture_emission : source_color, hint_default_black," + texfilter_str + ";\n"
code += "uniform vec4 emission : source_color;\n"
code += "uniform float emission_energy;\n"
if mat.get_feature(FEATURE_REFRACTION):
code += "uniform sampler2D texture_refraction : " + texfilter_str + ";\n"
code += "uniform float refraction : hint_range(-16,16);\n"
code += write_texture_channel("refraction_texture_channel", mat.refraction_texture_channel)
if mat.get_feature(FEATURE_REFRACTION):
code += "uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_linear_mipmap;"
if mat.proximity_fade_enabled:
code += "uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;"
if mat.get_feature(FEATURE_NORMAL_MAPPING):
code += "uniform sampler2D texture_normal : hint_roughness_normal," + texfilter_str + ";\n"
code += "uniform float normal_scale : hint_range(-16,16);\n"
if mat.get_feature(FEATURE_RIM):
code += "uniform float rim : hint_range(0,1);\n"
code += "uniform float rim_tint : hint_range(0,1);\n"
code += "uniform sampler2D texture_rim : hint_default_white," + texfilter_str + ";\n"
if mat.get_feature(FEATURE_CLEARCOAT):
code += "uniform float clearcoat : hint_range(0,1);\n"
code += "uniform float clearcoat_roughness : hint_range(0,1);\n"
code += "uniform sampler2D texture_clearcoat : hint_default_white," + texfilter_str + ";\n"
if mat.get_feature(FEATURE_ANISOTROPY):
code += "uniform float anisotropy_ratio : hint_range(0,256);\n"
code += "uniform sampler2D texture_flowmap : hint_anisotropy," + texfilter_str + ";\n"
if mat.get_feature(FEATURE_AMBIENT_OCCLUSION):
code += "uniform sampler2D texture_ambient_occlusion : hint_default_white, " + texfilter_str + ";\n"
code += write_texture_channel("ao_texture_channel", mat.ao_texture_channel)
code += "uniform float ao_light_affect;\n"
if mat.get_feature(FEATURE_DETAIL):
code += "uniform sampler2D texture_detail_albedo : source_color," + texfilter_str + ";\n"
code += "uniform sampler2D texture_detail_normal : hint_normal," + texfilter_str + ";\n"
code += "uniform sampler2D texture_detail_mask : hint_default_white," + texfilter_str + ";\n"
if mat.get_feature(FEATURE_SUBSURFACE_SCATTERING):
code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n"
code += "uniform sampler2D texture_subsurface_scattering : hint_default_white," + texfilter_str + ";\n"
if mat.get_feature(FEATURE_SUBSURFACE_TRANSMITTANCE):
code += "uniform vec4 transmittance_color : source_color;\n"
code += "uniform float transmittance_depth;\n"
code += "uniform sampler2D texture_subsurface_transmittance : hint_default_white," + texfilter_str + ";\n"
code += "uniform float transmittance_boost;\n"
if mat.get_feature(FEATURE_BACKLIGHT):
code += "uniform vec4 backlight : source_color;\n"
code += "uniform sampler2D texture_backlight : hint_default_black," + texfilter_str + ";\n"
if mat.get_feature(FEATURE_HEIGHT_MAPPING):
code += "uniform sampler2D texture_heightmap : hint_default_black," + texfilter_height_str + ";\n"
code += "uniform float heightmap_scale;\n"
code += "uniform int heightmap_min_layers;\n"
code += "uniform int heightmap_max_layers;\n"
code += "uniform vec2 heightmap_flip;\n"
if mat.get_flag(FLAG_UV1_USE_TRIPLANAR):
code += "varying vec3 uv1_triplanar_pos;\n"
if mat.get_flag(FLAG_UV2_USE_TRIPLANAR):
code += "varying vec3 uv2_triplanar_pos;\n"
if mat.get_flag(FLAG_UV1_USE_TRIPLANAR):
code += "uniform float uv1_blend_sharpness;\n"
code += "varying vec3 uv1_power_normal;\n"
if mat.get_flag(FLAG_UV2_USE_TRIPLANAR):
code += "uniform float uv2_blend_sharpness;\n"
code += "varying vec3 uv2_power_normal;\n"
code += "uniform vec3 uv1_scale;\n"
code += "uniform vec3 uv1_offset;\n"
code += "uniform vec3 uv2_scale;\n"
code += "uniform vec3 uv2_offset;\n"
code += "\n\n"
code += "void vertex() {\n"
if mat.get_flag(FLAG_SRGB_VERTEX_COLOR):
code += " if (!OUTPUT_IS_SRGB) {\n"
code += " COLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045)));\n"
code += " }\n"
if mat.get_flag(FLAG_USE_POINT_SIZE):
code += " POINT_SIZE=point_size;\n"
if mat.shading_mode == SHADING_MODE_PER_VERTEX:
code += " ROUGHNESS=roughness;\n"
if not mat.get_flag(FLAG_UV1_USE_TRIPLANAR):
code += " UV=UV*uv1_scale.xy+uv1_offset.xy;\n"
match mat.billboard_mode:
BILLBOARD_DISABLED:
pass
BILLBOARD_ENABLED:
code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat4(MAIN_CAM_INV_VIEW_MATRIX[0], MAIN_CAM_INV_VIEW_MATRIX[1], MAIN_CAM_INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);\n"
if mat.get_flag(FLAG_BILLBOARD_KEEP_SCALE):
code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"
code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n"
BILLBOARD_FIXED_Y:
code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat4(vec4(normalize(cross(vec3(0.0, 1.0, 0.0), MAIN_CAM_INV_VIEW_MATRIX[2].xyz)), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(normalize(cross(MAIN_CAM_INV_VIEW_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))), 0.0), MODEL_MATRIX[3]);\n"
if mat.get_flag(FLAG_BILLBOARD_KEEP_SCALE):
code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"
code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n"
BILLBOARD_PARTICLES:
code += " mat4 mat_world = mat4(normalize(INV_VIEW_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]) ,normalize(INV_VIEW_MATRIX[2]), MODEL_MATRIX[3]);\n"
code += " mat_world = mat_world * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"
code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat_world;\n"
if mat.get_flag(FLAG_BILLBOARD_KEEP_SCALE):
code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"
code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n"
code += " float h_frames = float(particles_anim_h_frames);\n"
code += " float v_frames = float(particles_anim_v_frames);\n"
code += " float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n"
code += " float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n"
code += " if (!particles_anim_loop) {\n"
code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n"
code += " } else {\n"
code += " particle_frame = mod(particle_frame, particle_total_frames);\n"
code += " }\n"
code += " UV /= vec2(h_frames, v_frames);\n"
code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames);\n"
if mat.get_flag(FLAG_FIXED_SIZE):
code += " if (PROJECTION_MATRIX[3][3] != 0.0) {\n"
code += " float h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));\n"
code += " float sc = (h * 2.0); //consistent with Y-fov\n"
code += " MODELVIEW_MATRIX[0]*=sc;\n"
code += " MODELVIEW_MATRIX[1]*=sc;\n"
code += " MODELVIEW_MATRIX[2]*=sc;\n"
code += " } else {\n"
code += "} else {\n"
code += " float sc = -(MODELVIEW_MATRIX)[3].z;\n"
code += " MODELVIEW_MATRIX[0]*=sc;\n"
code += " MODELVIEW_MATRIX[1]*=sc;\n"
code += " MODELVIEW_MATRIX[2]*=sc;\n"
code += " }\n"
if mat.detail_uv_layer == DETAIL_UV_2 and not mat.get_flag(FLAG_UV2_USE_TRIPLANAR):
code += " UV2=UV2*uv2_scale.xy+uv2_offset.xy;\n"
if mat.get_flag(FLAG_UV1_USE_TRIPLANAR) or mat.get_flag(FLAG_UV2_USE_TRIPLANAR):
if mat.get_flag(FLAG_UV1_USE_WORLD_TRIPLANAR):
code += " vec3 normal = MODEL_NORMAL_MATRIX * NORMAL;\n"
else:
code += " vec3 normal = NORMAL;\n"
code += " TANGENT = vec3(0.0,0.0,-1.0) * abs(normal.x);\n"
code += " TANGENT+= vec3(1.0,0.0,0.0) * abs(normal.y);\n"
code += " TANGENT+= vec3(1.0,0.0,0.0) * abs(normal.z);\n"
if mat.get_flag(FLAG_UV1_USE_WORLD_TRIPLANAR):
code += " TANGENT = inverse(MODEL_NORMAL_MATRIX) * normalize(TANGENT);\n"
else:
code += " TANGENT = normalize(TANGENT);\n"
code += " BINORMAL = vec3(0.0,1.0,0.0) * abs(normal.x);\n"
code += " BINORMAL+= vec3(0.0,0.0,-1.0) * abs(normal.y);\n"
code += " BINORMAL+= vec3(0.0,1.0,0.0) * abs(normal.z);\n"
if mat.get_flag(FLAG_UV1_USE_WORLD_TRIPLANAR):
code += " BINORMAL = inverse(MODEL_NORMAL_MATRIX) * normalize(BINORMAL);\n"
else:
code += " BINORMAL = normalize(BINORMAL);\n"
if mat.get_flag(FLAG_UV1_USE_TRIPLANAR):
if mat.get_flag(FLAG_UV1_USE_WORLD_TRIPLANAR):
code += " uv1_power_normal=pow(abs(normal),vec3(uv1_blend_sharpness));\n"
code += " uv1_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n"
else:
code += " uv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n"
code += " uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n"
code += " uv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n"
code += " uv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n"
if mat.get_flag(FLAG_UV2_USE_TRIPLANAR):
if mat.get_flag(FLAG_UV2_USE_WORLD_TRIPLANAR):
code += " uv2_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n"
code += " uv2_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n"
else:
code += " uv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n"
code += " uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n"
code += " uv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n"
code += " uv2_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n"
if mat.grow:
code += " VERTEX += NORMAL * mat.grow;\n"
code += injected_vertex
code += "}\n"
code += "\n\n"
if mat.get_flag(FLAG_ALBEDO_TEXTURE_MSDF):
code += "float msdf_median(float r, float g, float b, float a) {\n"
code += " return min(max(min(r, g), min(max(r, g), b)), a);\n"
code += "}\n"
if mat.get_flag(FLAG_UV1_USE_TRIPLANAR) or mat.get_flag(FLAG_UV2_USE_TRIPLANAR):
code += "vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_triplanar_pos) {\n"
code += " vec4 samp=vec4(0.0);\n"
code += " samp+= texture(p_sampler,p_triplanar_pos.xy) * p_weights.z;\n"
code += " samp+= texture(p_sampler,p_triplanar_pos.xz) * p_weights.y;\n"
code += " samp+= texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x;\n"
code += " return samp;\n"
code += "}\n"
code += "\n\n"
code += "void fragment() {\n"
if not mat.get_flag(FLAG_UV1_USE_TRIPLANAR):
code += " vec2 base_uv = UV;\n"
if (mat.get_feature(FEATURE_DETAIL) && mat.detail_uv_layer == DETAIL_UV_2) || (mat.get_feature(FEATURE_AMBIENT_OCCLUSION) && mat.get_flag(FLAG_AO_ON_UV2)) || (mat.get_feature(FEATURE_EMISSION) && mat.get_flag(FLAG_EMISSION_ON_UV2)):
code += " vec2 base_uv2 = UV2;\n"
if mat.get_feature(FEATURE_HEIGHT_MAPPING) && !mat.get_flag(FLAG_UV1_USE_TRIPLANAR):
code += " {\n"
code += " vec3 view_dir = normalize(normalize(-VERTEX + EYE_OFFSET) * mat3(TANGENT * heightmap_flip.x, -BINORMAL * heightmap_flip.y, NORMAL));\n"
if mat.heightmap_deep_parallax:
code += " float num_layers = mix(float(heightmap_max_layers),float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n"
code += " float layer_depth = 1.0 / num_layers;\n"
code += " float current_layer_depth = 0.0;\n"
code += " vec2 P = view_dir.xy * heightmap_scale * 0.01;\n"
code += " vec2 delta = P / num_layers;\n"
code += " vec2 ofs = base_uv;\n"
if mat.get_flag(FLAG_INVERT_HEIGHTMAP):
code += " float depth = texture(texture_heightmap, ofs).r;\n"
else:
code += " float depth = 1.0 - texture(texture_heightmap, ofs).r;\n"
code += " float current_depth = 0.0;\n"
code += " while(current_depth < depth) {\n"
code += " ofs -= delta;\n"
if mat.get_flag(FLAG_INVERT_HEIGHTMAP):
code += " depth = texture(texture_heightmap, ofs).r;\n"
else:
code += " depth = 1.0 - texture(texture_heightmap, ofs).r;\n"
code += " current_depth += layer_depth;\n"
code += " }\n"
code += " vec2 prev_ofs = ofs + delta;\n"
code += " float after_depth = depth - current_depth;\n"
if mat.get_flag(FLAG_INVERT_HEIGHTMAP):
code += " float before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth;\n"
else:
code += " float before_depth = (1.0 - texture(texture_heightmap, prev_ofs).r) - current_depth + layer_depth;\n"
code += " float weight = after_depth / (after_depth - before_depth);\n"
code += " ofs = mix(ofs, prev_ofs, weight);\n"
else:
if mat.get_flag(FLAG_INVERT_HEIGHTMAP):
code += " float depth = texture(texture_heightmap, base_uv).r;\n"
else:
code += " float depth = 1.0 - texture(texture_heightmap, base_uv).r;\n"
code += " vec2 ofs = base_uv - view_dir.xy * depth * heightmap_scale * 0.01;\n"
code += " base_uv = ofs;\n"
if mat.get_feature(FEATURE_DETAIL) && mat.detail_uv_layer == DETAIL_UV_2:
code += " base_uv2 -= ofs;\n"
code += " }\n"
if mat.get_flag(FLAG_USE_POINT_SIZE):
code += " vec4 albedo_tex = texture(texture_albedo, POINT_COORD);\n"
else:
if mat.get_flag(FLAG_UV1_USE_TRIPLANAR):
code += " vec4 albedo_tex = triplanar_texture(texture_albedo, uv1_power_normal, uv1_triplanar_pos);\n"
else:
code += " vec4 albedo_tex = texture(texture_albedo, base_uv);\n"
if mat.get_flag(FLAG_ALBEDO_TEXTURE_MSDF):
code += " {\n"
code += " albedo_tex.rgb = mix(vec3(1.0 + 0.055) * pow(albedo_tex.rgb, vec3(1.0 / 2.4)) - vec3(0.055), vec3(12.92) * albedo_tex.rgb.rgb, lessThan(albedo_tex.rgb, vec3(0.0031308)));\n"
code += " vec2 msdf_size = vec2(msdf_pixel_range) / vec2(textureSize(texture_albedo, 0));\n"
if mat.get_flag(FLAG_USE_POINT_SIZE):
code += " vec2 dest_size = vec2(1.0) / fwidth(POINT_COORD);\n"
else:
if mat.get_flag(FLAG_UV1_USE_TRIPLANAR):
code += " vec2 dest_size = vec2(1.0) / fwidth(uv1_triplanar_pos);\n"
else:
code += " vec2 dest_size = vec2(1.0) / fwidth(base_uv);\n"
code += " float px_size = max(0.5 * dot(msdf_size, dest_size), 1.0);\n"
code += " float d = msdf_median(albedo_tex.r, albedo_tex.g, albedo_tex.b, albedo_tex.a) - 0.5;\n"
code += " if (msdf_outline_size > 0.0) {\n"
code += " float cr = clamp(msdf_outline_size, 0.0, msdf_pixel_range / 2.0) / msdf_pixel_range;\n"
code += " albedo_tex.a = clamp((d + cr) * px_size, 0.0, 1.0);\n"
code += " } else {\n"
code += " albedo_tex.a = clamp(d * px_size + 0.5, 0.0, 1.0);\n"
code += " }\n"
code += " albedo_tex.rgb = vec3(1.0);\n"
code += " }\n"
elif mat.get_flag(FLAG_ALBEDO_TEXTURE_FORCE_SRGB):
code += " albedo_tex.rgb = mix(pow((albedo_tex.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)),vec3(2.4)),albedo_tex.rgb.rgb * (1.0 / 12.92),lessThan(albedo_tex.rgb,vec3(0.04045)));\n"
if mat.get_flag(FLAG_ALBEDO_FROM_VERTEX_COLOR):
code += " albedo_tex *= COLOR;\n"
code += " ALBEDO = albedo.rgb * albedo_tex.rgb;\n"
if mat.get_flag(FLAG_UV1_USE_TRIPLANAR):
code += " float metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_triplanar_pos),metallic_texture_channel);\n"
else:
code += " float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);\n"
code += " METALLIC = metallic_tex * metallic;\n"
if mat.get_flag(FLAG_UV1_USE_TRIPLANAR):
code += " float roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_triplanar_pos),roughness_texture_channel);\n"
else:
code += " float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);\n"
code += " ROUGHNESS = roughness_tex * roughness;\n"
code += " SPECULAR = specular;\n"
if mat.get_feature(FEATURE_NORMAL_MAPPING):
if mat.get_flag(FLAG_UV1_USE_TRIPLANAR):
code += " NORMAL_MAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n"
else:
code += " NORMAL_MAP = texture(texture_normal,base_uv).rgb;\n"
code += " NORMAL_MAP_DEPTH = normal_scale;\n"
if mat.get_feature(FEATURE_EMISSION):
if mat.get_flag(FLAG_EMISSION_ON_UV2):
if mat.get_flag(FLAG_UV2_USE_TRIPLANAR):
code += " vec3 emission_tex = triplanar_texture(texture_emission,uv2_power_normal,uv2_triplanar_pos).rgb;\n"
else:
code += " vec3 emission_tex = texture(texture_emission,base_uv2).rgb;\n"
else:
if mat.get_flag(FLAG_UV1_USE_TRIPLANAR):
code += " vec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_triplanar_pos).rgb;\n"
else:
code += " vec3 emission_tex = texture(texture_emission,base_uv).rgb;\n"
if mat.emission_operator == EMISSION_OP_ADD:
code += " EMISSION = (emission.rgb+emission_tex)*emission_energy;\n"
else:
code += " EMISSION = (emission.rgb*emission_tex)*emission_energy;\n"
if mat.get_feature(FEATURE_REFRACTION):
if mat.get_feature(FEATURE_NORMAL_MAPPING):
code += " vec3 unpacked_normal = NORMAL_MAP;\n"
code += " unpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;\n"
code += " unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));\n"
code += " vec3 ref_normal = normalize( mix(NORMAL,TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,NORMAL_MAP_DEPTH) );\n"
else:
code += " vec3 ref_normal = NORMAL;\n"
if mat.get_flag(FLAG_UV1_USE_TRIPLANAR):
code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(triplanar_texture(texture_refraction,uv1_power_normal,uv1_triplanar_pos),refraction_texture_channel) * refraction;\n"
else:
code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction,base_uv),refraction_texture_channel) * refraction;\n"
code += " float ref_amount = 1.0 - albedo.a * albedo_tex.a;\n"
code += " EMISSION += textureLod(screen_texture,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount * EXPOSURE;\n"
code += " ALBEDO *= 1.0 - ref_amount;\n"
code += " ALPHA = 1.0;\n"
elif mat.transparency != TRANSPARENCY_DISABLED || mat.get_flag(FLAG_USE_SHADOW_TO_OPACITY) || (mat.distance_fade_mode == DISTANCE_FADE_PIXEL_ALPHA) || mat.proximity_fade_enabled:
code += " ALPHA *= albedo.a * albedo_tex.a;\n"
if mat.transparency == TRANSPARENCY_ALPHA_HASH:
code += " ALPHA_HASH_SCALE = alpha_hash_scale;\n"
elif mat.transparency == TRANSPARENCY_ALPHA_SCISSOR:
code += " ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;\n"
if mat.alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF and (mat.transparency == TRANSPARENCY_ALPHA_HASH or mat.transparency == TRANSPARENCY_ALPHA_SCISSOR):
code += " ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;\n"
code += " ALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size);\n"
if mat.proximity_fade_enabled:
code += " float depth_tex = textureLod(depth_texture,SCREEN_UV,0.0).r;\n"
code += " vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex,1.0);\n"
code += " world_pos.xyz/=world_pos.w;\n"
code += " ALPHA*=clamp(1.0-smoothstep(world_pos.z+proximity_fade_distance,world_pos.z,VERTEX.z),0.0,1.0);\n"
if mat.distance_fade_mode != DISTANCE_FADE_DISABLED:
if mat.distance_fade_mode == DISTANCE_FADE_OBJECT_DITHER or mat.distance_fade_mode == DISTANCE_FADE_PIXEL_DITHER:
code += " {\n"
if mat.distance_fade_mode == DISTANCE_FADE_OBJECT_DITHER:
code += " float fade_distance = length((VIEW_MATRIX * MODEL_MATRIX[3]));\n"
else:
code += " float fade_distance = length(VERTEX);\n"
code += " const vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189);\n"
code += " float fade = clamp(smoothstep(distance_fade_min, distance_fade_max, fade_distance), 0.0, 1.0);\n"
code += " if (fade < 0.001 || fade < fract(magic.z * fract(dot(FRAGCOORD.xy, magic.xy)))) {\n"
code += " discard;\n"
code += " }\n"
code += " }\n\n"
if mat.get_feature(FEATURE_RIM):
if mat.get_flag(FLAG_UV1_USE_TRIPLANAR):
code += " vec2 rim_tex = triplanar_texture(texture_rim, uv1_power_normal, uv1_triplanar_pos).xy;\n"
else:
code += " vec2 rim_tex = texture(texture_rim, base_uv).xy;\n"
code += " RIM = rim * rim_tex.x;\n"
code += " RIM_TINT = rim_tint * rim_tex.y;\n"
if mat.get_feature(FEATURE_CLEARCOAT):
if mat.get_flag(FLAG_UV1_USE_TRIPLANAR):
code += " vec2 clearcoat_tex = triplanar_texture(texture_clearcoat, uv1_power_normal, uv1_triplanar_pos).xy;\n"
else:
code += " vec2 clearcoat_tex = texture(texture_clearcoat, base_uv).xy;\n"
code += " CLEARCOAT = clearcoat * clearcoat_tex.x;\n"
code += " CLEARCOAT_ROUGHNESS = clearcoat_roughness * clearcoat_tex.y;\n"
if mat.get_feature(FEATURE_ANISOTROPY):
if mat.get_flag(FLAG_UV1_USE_TRIPLANAR):
code += " vec3 anisotropy_tex = triplanar_texture(texture_flowmap, uv1_power_normal, uv1_triplanar_pos).rga;\n"
else:
code += " vec3 anisotropy_tex = texture(texture_flowmap, base_uv).rga;\n"
code += " ANISOTROPY = anisotropy_ratio * anisotropy_tex.b;\n"
code += " ANISOTROPY_FLOW = anisotropy_tex.rg * 2.0 - 1.0;\n"
if mat.get_feature(FEATURE_AMBIENT_OCCLUSION):
if mat.get_flag(FLAG_AO_ON_UV2):
if mat.get_flag(FLAG_UV2_USE_TRIPLANAR):
code += " AO = dot(triplanar_texture(texture_ambient_occlusion, uv2_power_normal, uv2_triplanar_pos), ao_texture_channel);\n"
else:
code += " AO = dot(texture(texture_ambient_occlusion, base_uv2), ao_texture_channel);\n"
else:
if mat.get_flag(FLAG_UV1_USE_TRIPLANAR):
code += " AO = dot(triplanar_texture(texture_ambient_occlusion, uv1_power_normal, uv1_triplanar_pos), ao_texture_channel);\n"
else:
code += " AO = dot(texture(texture_ambient_occlusion, base_uv), ao_texture_channel);\n"
code += " AO_LIGHT_AFFECT = ao_light_affect;\n"
if mat.get_feature(FEATURE_SUBSURFACE_SCATTERING):
if mat.get_flag(FLAG_UV1_USE_TRIPLANAR):
code += " float sss_tex = triplanar_texture(texture_subsurface_scattering, uv1_power_normal, uv1_triplanar_pos).r;\n"
else:
code += " float sss_tex = texture(texture_subsurface_scattering, base_uv).r;\n"
code += " SSS_STRENGTH = subsurface_scattering_strength * sss_tex;\n"
if mat.get_feature(FEATURE_SUBSURFACE_TRANSMITTANCE):
if mat.get_flag(FLAG_UV1_USE_TRIPLANAR):
code += " vec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance, uv1_power_normal, uv1_triplanar_pos);\n"
else:
code += " vec4 trans_color_tex = texture(texture_subsurface_transmittance, base_uv);\n"
code += " SSS_TRANSMITTANCE_COLOR = transmittance_color * trans_color_tex;\n"
code += " SSS_TRANSMITTANCE_DEPTH = transmittance_depth;\n"
code += " SSS_TRANSMITTANCE_BOOST = transmittance_boost;\n"
if mat.get_feature(FEATURE_BACKLIGHT):
if mat.get_flag(FLAG_UV1_USE_TRIPLANAR):
code += " vec3 backlight_tex = triplanar_texture(texture_backlight, uv1_power_normal, uv1_triplanar_pos).rgb;\n"
else:
code += " vec3 backlight_tex = texture(texture_backlight, base_uv).rgb;\n"
code += " BACKLIGHT = backlight.rgb + backlight_tex;\n"
if mat.get_feature(FEATURE_DETAIL):
var triplanar = (mat.get_flag(FLAG_UV1_USE_TRIPLANAR) && mat.detail_uv_layer == DETAIL_UV_1) || (mat.get_flag(FLAG_UV2_USE_TRIPLANAR) && mat.detail_uv_layer == DETAIL_UV_2)
if triplanar:
var tp_uv = "uv1" if mat.detail_uv_layer == DETAIL_UV_1 else "uv2"
code += " vec4 detail_tex = triplanar_texture(texture_detail_albedo," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n"
code += " vec4 detail_norm_tex = triplanar_texture(texture_detail_normal," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n"
else:
var det_uv = "base_uv" if mat.detail_uv_layer == DETAIL_UV_1 else "base_uv2"
code += " vec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n"
code += " vec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n"
if mat.get_flag(FLAG_UV1_USE_TRIPLANAR):
code += " vec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal,uv1_triplanar_pos);\n"
else:
code += " vec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n"
match mat.detail_blend_mode:
BLEND_MODE_MIX:
code += " vec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);\n"
BLEND_MODE_ADD:
code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a);\n"
BLEND_MODE_SUB:
code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a);\n"
BLEND_MODE_MUL:
code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n"
code += " vec3 detail_norm = mix(NORMAL_MAP,detail_norm_tex.rgb,detail_tex.a);\n"
code += " NORMAL_MAP = mix(NORMAL_MAP,detail_norm,detail_mask_tex.r);\n"
code += " ALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n"
code += "}\n"
return code
@@ -0,0 +1 @@
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+43
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extends Node3D
class_name ShaderPrecompiler
static var shader_compiler = null
static var materials : Array[ShaderMaterial] = []
# UNKNOWN: MultimeshInstances? Particles?
## Returns the node being used to compile shaders
## `use_new_node` allows you to precompile multiple shaders at once by spawning a new node
## Disable process on the node if you want to choose when to precompile
static func precompile(tree : SceneTree, shader : ShaderMaterial, use_new_node : bool = false):
materials.push_back(shader)
var compiler = null
if use_new_node or shader_compiler == null:
if shader_compiler == null:
shader_compiler = MeshInstance3D.new()
compiler = shader_compiler
else:
compiler = MeshInstance3D.new()
compiler.set_script(ShaderPrecompiler)
compiler.mesh = QuadMesh.new()
compiler.mesh.size = Vector2.ZERO
compiler.position = Vector3(0,0,-0.1) # position self in front of camera
compiler.cast_shadow = 0
compiler.custom_aabb = AABB(compiler.position, Vector3.ONE*100) # make sure we're always rendering
tree.root.get_camera_3d().add_child(compiler)
else:
return shader_compiler
return compiler
# Every node will attempt to grab a material from the queue per frame. If there are no new materials to show this frame, it deletes itself.
func _process(_delta):
if len(materials) == 0:
if shader_compiler == self:
shader_compiler = null
get_parent().remove_child(self)
queue_free()
else:
var mat = materials.pop_back()
self.material_override = mat
@@ -0,0 +1 @@
uid://2xu8citqwicr
+135
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@@ -0,0 +1,135 @@
@tool
extends Node3D
class_name ShaderSpace
## Node to override any materials with a ShaderMaterial -- useful for applying shaders to lots of StandardMaterials
##
## Any child (recursively) of this node will have all their StandardMaterial3Ds converted to ShaderMaterial code, allowing
## injection of custom shader code to a wide variety of ShaderMaterials.
## Includes 'injected_vars' and 'injected_vertex' as a start, though ultimately code can be modified directly via `shader.code`
##
## If you're looking for viewmodel rendering, use ViewmodelSpace.gd
## @experimental
## Godot's rendering engine will only compile a shader when it appears in the camera for the first time which can cause stutters.
## This flag will force Godot to render all shaders when this space enters the scene.
@export var precompile_on_enter : bool = true
var _bake : bool = false
## This will 'bake' the custom materials this script generates -- otherwise the materials are generated when this node enters the scene.
## WARNING: Please note any changes you make to the *baked* versions of the Materials will not stay if/when you revert back to unbaked.
## It is recommended to make permanent changes only on unbaked versions.
@export var bake : bool = false:
get:
return _bake
set(value):
if Engine.is_editor_hint():
_bake = value
convert_surfaces()
if not connected_signal and _bake:
child_entered_tree.connect(new_child)
connected_signal = true
elif connected_signal and not _bake:
child_entered_tree.disconnect(new_child)
connected_signal = false
var connected_signal = false
@export var tracked_nodes : Array[GeometryInstance3D]
var injected_vars : String
var injected_vertex : String
func _enter_tree():
# Triggers the on-run compilation of materials
if not _bake and not Engine.is_editor_hint():
if not connected_signal and _bake:
child_entered_tree.connect(new_child)
connected_signal = true
convert_surfaces()
func new_child(node : Node):
# bake assets freshly added
if _bake == Engine.is_editor_hint():
convert_children.call_deferred(node)
func set_instance_shader_parameter(parameter_name : String, state : bool):
for node in tracked_nodes:
node.set_instance_shader_parameter(parameter_name,state)
func convert_mesh(mesh : Mesh):
for surface in range(mesh.get_surface_count()):
mesh.surface_set_material(surface,convert_surface(mesh.surface_get_material(surface)))
func convert_geometry(node : GeometryInstance3D):
var mat = node.material_override or node.material_overlay
var overlay = true if node.material_override else false
if mat:
if overlay:
node.material_overlay = convert_surface(mat)
else:
node.material_override = convert_surface(mat)
else:
return null
return node.material_overlay if overlay else node.material_override
func convert_children(node):
for child in node.get_children():
convert_children(child)
var overwrote = false
if node is MeshInstance3D:
for surface in range(node.get_surface_override_material_count()):
var premat = node.get_surface_override_material(surface)
var override = true
if premat == null:
override = false
premat = node.mesh.surface_get_material(surface)
var newmat = convert_surface(premat)
if not newmat:
print("WARNING: No material found for ",node)
else:
var set_material = node.set_surface_override_material if override else node.mesh.surface_set_material
set_material.call(surface,newmat)
if not overwrote:
# set true if *any* surface was successfully overwritten
overwrote = newmat != null
elif node is GeometryInstance3D:
if node.material_override or node.material_overlay:
overwrote = convert_geometry(node) != null
elif node is CSGShape3D:
if node is CSGPrimitive3D:
var newmat = convert_surface(node.material)
node.material = newmat
overwrote = newmat != null
else:
for mesh in node.get_meshes():
if mesh is Transform3D:
continue
convert_mesh(mesh)
overwrote = true
if overwrote:
tracked_nodes.push_back(node)
func convert_surfaces():
tracked_nodes = []
convert_children(self)
## Returns null if given invalid material
func convert_surface(mat : Material):
if not mat:
return
if mat is ConvertedMaterial:
if Engine.is_editor_hint() and not _bake:
# un-baking
return mat.get_original_material()
elif precompile_on_enter and not Engine.is_editor_hint():
ShaderPrecompiler.precompile(get_tree(),mat)
return mat
if not mat is StandardMaterial3D:
print("WARNING: Cannot convert ", mat, " to shader material")
else:
var newmaterial = Material3DConversion.convert_to_shadermat(mat,injected_vars,injected_vertex)
if precompile_on_enter and not Engine.is_editor_hint():
ShaderPrecompiler.precompile(get_tree(),newmaterial)
return newmaterial
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@tool
extends ShaderSpace
class_name ViewmodelSpace
## This node will configure all meshes childed inside of it (recursively) to act without clipping through wall, useful for wieldable viewmodels to keep them in-front
##
## Useful for viewmodels for wieldables. Can toggle the clipping behavior by setting `disable_viewmodel_clipping`
var _viewmodel_clipping_disabled : bool = true
## When this is checked, it will make it so any childed viewmodel will always be rendered in front of everything else
@export var disable_viewmodel_clipping : bool = true:
get:
return _viewmodel_clipping_disabled
set(value):
_viewmodel_clipping_disabled = value
set_instance_shader_parameter("viewmodel_enabled", value)
func _init():
injected_vars = '''
global uniform float viewmodel_fov = 75.0f;
instance uniform bool viewmodel_enabled = true;'''
injected_vertex = '''
UV = UV * uv1_scale.xy + uv1_offset.xy;
/* begin shader magic*/
float onetanfov = 1.0f / tan(0.5f * (viewmodel_fov * PI / 180.0f));
float aspect = VIEWPORT_SIZE.x / VIEWPORT_SIZE.y;
// modify projection matrix to match FOV
PROJECTION_MATRIX[1][1] = -onetanfov;
PROJECTION_MATRIX[0][0] = onetanfov / aspect;
// this next part draws the viewmodel over everything (disable if you want dof near on viewmodel)
POSITION = PROJECTION_MATRIX * MODELVIEW_MATRIX * vec4(VERTEX.xyz, 1.0);
if(viewmodel_enabled){
POSITION.z = mix(POSITION.z, 0, -2.999);
}
/* end shader magic */
'''
func convert_surfaces():
super()
if not _viewmodel_clipping_disabled:
set_instance_shader_parameter("viewmodel_enabled",_viewmodel_clipping_disabled)
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shader_type spatial;
uniform vec3 albedo : source_color;
uniform vec3 albedo_fresnel : source_color;
uniform float metallic : hint_range(0.0,1.0) = 0;
uniform float roughness : hint_range(0.0,1.0) = 0.02;
uniform float transparency : hint_range(0.0,1.0) = 0.9;
uniform sampler2D texture_normal;
uniform sampler2D texture_normal2;
uniform vec2 wave_direction = vec2(2.0,0.0);
uniform vec2 wave_direction2 = vec2(0.0,1.0);
uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.025;
void vertex() {
// Called for every vertex the material is visible on.
}
float fresnel(float amount, vec3 normal, vec3 view)
{
return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
}
void fragment() {
// Time calculations for wave/normal map movement
vec2 time = (TIME * wave_direction) * time_scale;
vec2 time2 = (TIME * wave_direction2) * time_scale;
// Blend normal meps into one
vec3 normal_blend = mix(texture(texture_normal,UV + time).rgb, texture(texture_normal2,UV + time2).rgb, 0.5);
// Fresnel
float fresnel = fresnel(5.0, NORMAL, VIEW);
vec3 surface_color = mix(albedo, albedo_fresnel, fresnel); // INterpolate albedo values by fresnel
ALBEDO = surface_color;
METALLIC = metallic;
ROUGHNESS = roughness;
NORMAL_MAP = normal_blend;
ALPHA = transparency;
}
//void light() {
// Called for every pixel for every light affecting the material.
// Uncomment to replace the default light processing function with this one.
//}
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