batrix/shaders/cel_shader/cel_shader_base.gdshader
2025-02-27 02:08:29 +10:00

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