155 lines
4.0 KiB
Plaintext
155 lines
4.0 KiB
Plaintext
// https://github.com/eldskald/godot4-cel-shader
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shader_type spatial;
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#define USE_ALPHA 0
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#define USE_ALPHA_CUTOFF 0
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#define USE_EMISSION 0
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#define USE_REFLECTIONS 0
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#define USE_NORMAL_MAP 0
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#define USE_OCCLUSION 0
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#define USE_ANISOTROPY 0
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#define USE_BACKLIGHT 0
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#define USE_REFRACTION 0
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#if USE_ALPHA
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render_mode depth_draw_always;
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#endif
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#include "includes/base_cel_shader.gdshaderinc"
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#if USE_EMISSION
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#include "includes/emission.gdshaderinc"
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#endif
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#if USE_REFLECTIONS
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#include "includes/reflections.gdshaderinc"
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#endif
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#if USE_NORMAL_MAP
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#include "includes/normal_map.gdshaderinc"
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#endif
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#if USE_OCCLUSION
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#include "includes/occlusion.gdshaderinc"
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#endif
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#if USE_ANISOTROPY
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#include "includes/anisotropy.gdshaderinc"
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#endif
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#if USE_BACKLIGHT
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#include "includes/backlight.gdshaderinc"
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#endif
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#if USE_REFRACTION
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#include "includes/refraction.gdshaderinc"
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#elif !USE_REFRACTION && USE_ALPHA
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#include "includes/transparency.gdshaderinc"
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#endif
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group_uniforms BaseProperties;
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#if USE_ALPHA_CUTOFF
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uniform float alpha_cutoff : hint_range(0.0, 1.0) = 0.5;
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#endif
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uniform vec4 color : source_color = vec4(0.7, 0.12, 0.86, 1.0);
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uniform sampler2D base_texture : source_color;
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uniform vec4 specular : source_color = vec4(0.3, 0.3, 0.3, 0.5);
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uniform sampler2D specular_texture : hint_default_white;
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uniform vec4 fresnel : source_color = vec4(0.2, 0.2, 0.2, 0.3);
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uniform sampler2D fresnel_texture : hint_default_white;
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group_uniforms;
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varying vec3 SPECULAR_COLOR;
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varying float SPECULAR_STRENGTH;
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varying vec3 FRESNEL_COLOR;
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varying float FRESNEL_STRENGTH;
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group_uniforms Tiling;
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uniform vec2 uv_scale = vec2(1, 1);
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uniform vec2 uv_offset = vec2(0, 0);
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group_uniforms;
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void vertex() { UV = UV * uv_scale.xy + uv_offset.xy; }
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void fragment() {
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ALBEDO = color.rgb * texture(base_texture, UV).rgb;
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#if USE_ALPHA
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float alpha = color.a * texture(base_texture, UV).a;
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ALBEDO *= alpha;
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ALPHA = alpha;
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#elif USE_ALPHA_CUTOFF
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ALPHA = color.a * texture(base_texture, UV).a;
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ALPHA_SCISSOR_THRESHOLD = alpha_cutoff;
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#endif
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#if USE_REFRACTION && USE_ALPHA
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EMISSION += refraction_fragment(alpha, NORMAL, SCREEN_UV, FRAGCOORD.z);
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#elif !USE_REFRACTION && USE_ALPHA
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EMISSION += transparency_fragment(alpha, SCREEN_UV);
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#endif
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SPECULAR_COLOR = specular.rgb * texture(specular_texture, UV).rgb;
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SPECULAR_STRENGTH = specular.a * texture(specular_texture, UV).a;
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FRESNEL_COLOR = fresnel.rgb * texture(fresnel_texture, UV).rgb;
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FRESNEL_STRENGTH = fresnel.a * texture(fresnel_texture, UV).a;
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#if USE_EMISSION
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EMISSION += emission_fragment(UV);
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#endif
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#if USE_REFLECTIONS
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Surface surf = reflections_fragment(UV);
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METALLIC = surf.metallic;
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ROUGHNESS = surf.roughness;
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#endif
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#if USE_NORMAL_MAP
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NormalData normal = normal_map_fragment(UV, NORMAL, TANGENT, BINORMAL);
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NORMAL = normal.vector;
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NORMAL_MAP = normal.map;
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NORMAL_MAP_DEPTH = normal.depth;
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#endif
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#if USE_OCCLUSION
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OcclusionData occlusion = occlusion_fragment(UV);
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AO = occlusion.ao;
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AO_LIGHT_AFFECT = occlusion.ao_light_affect;
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#endif
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#if USE_ANISOTROPY
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AnisotropyData aniso = anisotropy_fragment(UV);
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ANISOTROPY_DIR = aniso.direction;
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ANISOTROPY_RATIO = aniso.ratio;
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#endif
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#if USE_BACKLIGHT
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BACKLIGHT = backlight_fragment(UV);
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#endif
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}
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void light() {
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#if USE_BACKLIGHT
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DIFFUSE_LIGHT += backlight_diffuse(ALBEDO, LIGHT_COLOR, LIGHT, NORMAL,
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ATTENUATION, BACKLIGHT);
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#else
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DIFFUSE_LIGHT +=
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diffuse_light(ALBEDO, LIGHT_COLOR, LIGHT, NORMAL, ATTENUATION);
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#endif
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#if USE_ANISOTROPY
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SPECULAR_LIGHT += anisotropy_specular(
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LIGHT_COLOR, SPECULAR_COLOR, SPECULAR_STRENGTH, NORMAL, VIEW, LIGHT,
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ATTENUATION, UV, ANISOTROPY_DIR, ANISOTROPY_RATIO);
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#else
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SPECULAR_LIGHT +=
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specular_light(LIGHT_COLOR, SPECULAR_COLOR, SPECULAR_STRENGTH, NORMAL,
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VIEW, LIGHT, ATTENUATION);
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#endif
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SPECULAR_LIGHT += fresnel_light(LIGHT_COLOR, FRESNEL_COLOR, FRESNEL_STRENGTH,
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NORMAL, VIEW, LIGHT, ATTENUATION
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//);
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) *
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2.0;
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}
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