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@@ -0,0 +1,119 @@
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+[gd_resource type="ShaderMaterial" load_steps=9 format=2]
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+
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+[ext_resource path="res://tex/ground/gravel_path_Height.png" type="Texture" id=1]
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+[ext_resource path="res://tex/ground/gravel_path-ao.png" type="Texture" id=2]
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+[ext_resource path="res://tex/ground/gravel_path_Metallic.png" type="Texture" id=3]
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+[ext_resource path="res://tex/ground/gravel_path_Roughness.png" type="Texture" id=4]
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+[ext_resource path="res://tex/ground/gravel_path_Normal-dx.png" type="Texture" id=5]
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+[ext_resource path="res://tex/ground/gravel_path-albedo.png" type="Texture" id=6]
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+[ext_resource path="res://tex/180-91.png" type="Texture" id=7]
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+
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+[sub_resource type="Shader" id=1]
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+code = "// NOTE: Shader automatically converted from Godot Engine 3.4.4.stable's SpatialMaterial.
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+
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+shader_type spatial;
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+render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
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+uniform vec4 albedo : hint_color;
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+uniform sampler2D texture_albedo_big;
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+uniform sampler2D texture_albedo : hint_albedo;
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+uniform float specular;
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+uniform float metallic;
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+uniform float roughness : hint_range(0,1);
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+uniform float point_size : hint_range(0,128);
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+uniform sampler2D texture_metallic : hint_white;
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+uniform vec4 metallic_texture_channel;
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+uniform sampler2D texture_roughness : hint_white;
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+uniform vec4 roughness_texture_channel;
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+uniform sampler2D texture_normal : hint_normal;
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+uniform float normal_scale : hint_range(-16,16);
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+uniform sampler2D texture_ambient_occlusion : hint_white;
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+uniform vec4 ao_texture_channel;
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+uniform float ao_light_affect;
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+uniform sampler2D texture_depth : hint_black;
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+uniform float depth_scale;
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+uniform int depth_min_layers;
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+uniform int depth_max_layers;
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+uniform vec2 depth_flip;
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+uniform vec3 uv1_scale;
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+uniform vec3 uv1_offset;
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+uniform vec3 uv2_scale;
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+uniform vec3 uv2_offset;
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+
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+
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+void vertex() {
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+ UV=UV*uv1_scale.xy+uv1_offset.xy;
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+}
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+
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+
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+
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+
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+void fragment() {
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+ vec2 base_uv = UV;
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+ /*
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+ {
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+ vec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*depth_flip.x,-BINORMAL*depth_flip.y,NORMAL));
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+ float num_layers = mix(float(depth_max_layers),float(depth_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));
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+ float layer_depth = 1.0 / num_layers;
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+ float current_layer_depth = 0.0;
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+ vec2 P = view_dir.xy * depth_scale;
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+ vec2 delta = P / num_layers;
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+ vec2 ofs = base_uv;
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+ float depth = textureLod(texture_depth, ofs, 0.0).r;
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+ float current_depth = 0.0;
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+ while(current_depth < depth) {
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+ ofs -= delta;
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+ depth = textureLod(texture_depth, ofs, 0.0).r;
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+ current_depth += layer_depth;
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+ }
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+ vec2 prev_ofs = ofs + delta;
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+ float after_depth = depth - current_depth;
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+ float before_depth = textureLod(texture_depth, prev_ofs, 0.0).r - current_depth + layer_depth;
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+ float weight = after_depth / (after_depth - before_depth);
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+ ofs = mix(ofs,prev_ofs,weight);
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+ //base_uv=ofs;
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+ }*/
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+
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+ vec2 scaled_uv = base_uv*vec2(512,512);
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+ vec4 albedo_tex = texture(texture_albedo,scaled_uv);
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+ vec4 albedo_tex_big = texture(texture_albedo_big,base_uv);
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+ ALBEDO = albedo.rgb * (albedo_tex.rgb + albedo_tex_big.rgb);
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+
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+ float metallic_tex = dot(texture(texture_metallic,scaled_uv),metallic_texture_channel);
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+ METALLIC = metallic_tex * metallic;
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+ float roughness_tex = dot(texture(texture_roughness,scaled_uv),roughness_texture_channel);
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+ ROUGHNESS = roughness_tex * roughness;
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+ SPECULAR = specular;
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+ NORMALMAP = texture(texture_normal,scaled_uv).rgb;
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+ NORMALMAP_DEPTH = normal_scale;
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+ AO = dot(texture(texture_ambient_occlusion,scaled_uv),ao_texture_channel);
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+ AO_LIGHT_AFFECT = ao_light_affect;
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+}
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+"
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+
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+[resource]
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+shader = SubResource( 1 )
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+shader_param/albedo = Color( 1, 1, 1, 1 )
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+shader_param/specular = 0.5
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+shader_param/metallic = 0.0
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+shader_param/roughness = 1.0
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+shader_param/point_size = 1.0
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+shader_param/metallic_texture_channel = Plane( 1, 0, 0, 0 )
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+shader_param/roughness_texture_channel = Plane( 1, 0, 0, 0 )
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+shader_param/normal_scale = 1.0
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+shader_param/ao_texture_channel = Plane( 1, 0, 0, 0 )
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+shader_param/ao_light_affect = 0.0
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+shader_param/depth_scale = 0.05
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+shader_param/depth_min_layers = 8
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+shader_param/depth_max_layers = 32
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+shader_param/depth_flip = Vector2( 1, 1 )
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+shader_param/uv1_scale = Vector3( 1, 1, 1 )
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+shader_param/uv1_offset = Vector3( 0, 0, 0 )
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+shader_param/uv2_scale = Vector3( 1, 1, 1 )
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+shader_param/uv2_offset = Vector3( 0, 0, 0 )
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+shader_param/texture_albedo_big = ExtResource( 7 )
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+shader_param/texture_albedo = ExtResource( 6 )
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+shader_param/texture_metallic = ExtResource( 3 )
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+shader_param/texture_roughness = ExtResource( 4 )
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+shader_param/texture_normal = ExtResource( 5 )
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+shader_param/texture_ambient_occlusion = ExtResource( 2 )
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+shader_param/texture_depth = ExtResource( 1 )
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