[gd_resource type="ShaderMaterial" load_steps=7 format=2] [ext_resource path="res://tex/ground/rock/displacement.jpg" type="Texture" id=1] [ext_resource path="res://tex/ground/rock/ao.jpg" type="Texture" id=2] [ext_resource path="res://tex/ground/rock/roughness.jpg" type="Texture" id=4] [ext_resource path="res://tex/ground/rock/normal.jpg" type="Texture" id=5] [ext_resource path="res://tex/ground/rock/albedo.jpg" type="Texture" id=6] [sub_resource type="Shader" id=1] code = "// NOTE: Shader automatically converted from Godot Engine 3.4.4.stable's SpatialMaterial. shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx; uniform vec4 albedo : hint_color; uniform sampler2D texture_albedo_big; uniform sampler2D texture_albedo : hint_albedo; uniform sampler2D texture_heightmap; uniform float specular; uniform float roughness : hint_range(0,1); uniform float point_size : hint_range(0,128); uniform sampler2D texture_roughness : hint_white; uniform vec4 roughness_texture_channel; uniform sampler2D texture_normal : hint_normal; uniform float normal_scale : hint_range(-16,16); uniform sampler2D texture_ambient_occlusion : hint_white; uniform vec4 ao_texture_channel; uniform float ao_light_affect; uniform sampler2D texture_depth : hint_black; uniform float depth_scale; uniform int depth_min_layers; uniform int depth_max_layers; uniform vec2 depth_flip; uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec2 uv2_scale; uniform vec3 uv2_offset; uniform bool overlay_heightmap; vec4 soft_light(vec4 base, vec4 blend){ vec4 limit = step(0.5, blend); return mix(2.0 * base * blend + base * base * (1.0 - 2.0 * blend), sqrt(base) * (2.0 * blend - 1.0) + (2.0 * base) * (1.0 - blend), limit); } vec4 overlay(vec4 base, vec4 blend){ vec4 limit = step(0.5, base); return mix(2.0 * base * blend, 1.0 - 2.0 * (1.0 - base) * (1.0 - blend), limit); } vec4 color_burn(vec4 base, vec4 blend){ return 1.0 - (1.0 - base) / blend; } vec4 screen(vec4 base, vec4 blend){ return 1.0 - (1.0 - base) * (1.0 - blend); } void vertex() { UV=UV*uv1_scale.xy+uv1_offset.xy; float depth = texture(texture_depth, UV).a; VERTEX.y += depth * depth_scale; } void fragment() { vec2 base_uv = UV; /* { vec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*depth_flip.x,-BINORMAL*depth_flip.y,NORMAL)); float num_layers = mix(float(depth_max_layers),float(depth_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir))); float layer_depth = 1.0 / num_layers; float current_layer_depth = 0.0; vec2 P = view_dir.xy * depth_scale; vec2 delta = P / num_layers; vec2 ofs = base_uv; float depth = textureLod(texture_depth, ofs, 0.0).r; float current_depth = 0.0; while(current_depth < depth) { ofs -= delta; depth = textureLod(texture_depth, ofs, 0.0).r; current_depth += layer_depth; } vec2 prev_ofs = ofs + delta; float after_depth = depth - current_depth; float before_depth = textureLod(texture_depth, prev_ofs, 0.0).r - current_depth + layer_depth; float weight = after_depth / (after_depth - before_depth); ofs = mix(ofs,prev_ofs,weight); //base_uv=ofs; }*/ vec2 scaled_uv = base_uv*uv2_scale; vec4 albedo_tex = texture(texture_albedo,scaled_uv); vec4 albedo_tex_big = texture(texture_albedo_big,base_uv); //ALBEDO = albedo.rgb * (albedo_tex.rgb + albedo_tex_big.rgb); ALBEDO = screen(albedo_tex, albedo_tex_big).rgb; if(overlay_heightmap){ ALBEDO.r = ALBEDO.r + texture(texture_heightmap, base_uv).r; } float roughness_tex = dot(texture(texture_roughness,scaled_uv),roughness_texture_channel); ROUGHNESS = roughness_tex * roughness; SPECULAR = specular; NORMALMAP = texture(texture_normal,scaled_uv).rgb; NORMALMAP_DEPTH = normal_scale; AO = dot(texture(texture_ambient_occlusion,scaled_uv),ao_texture_channel); AO_LIGHT_AFFECT = ao_light_affect; } " [resource] shader = SubResource( 1 ) shader_param/albedo = Color( 1, 1, 1, 1 ) shader_param/specular = 0.5 shader_param/roughness = 1.0 shader_param/point_size = 1.0 shader_param/roughness_texture_channel = Plane( 1, 0, 0, 0 ) shader_param/normal_scale = -1.0 shader_param/ao_texture_channel = Plane( 1, 0, 0, 0 ) shader_param/ao_light_affect = 0.0 shader_param/depth_scale = 0.05 shader_param/depth_min_layers = 8 shader_param/depth_max_layers = 32 shader_param/depth_flip = Vector2( 1, 1 ) shader_param/uv1_scale = Vector3( 1, 1, 1 ) shader_param/uv1_offset = Vector3( 0, 0, 0 ) shader_param/uv2_scale = Vector2( 512, 512 ) shader_param/uv2_offset = Vector3( 0, 0, 0 ) shader_param/overlay_heightmap = null shader_param/texture_albedo = ExtResource( 6 ) shader_param/texture_roughness = ExtResource( 4 ) shader_param/texture_normal = ExtResource( 5 ) shader_param/texture_ambient_occlusion = ExtResource( 2 ) shader_param/texture_depth = ExtResource( 1 )