système de sauvegarde, scène 3D de test sur la base astra et passage en forward+
This commit is contained in:
@@ -1,272 +1,85 @@
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shader_type spatial;
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render_mode unshaded, blend_mix, depth_draw_never, depth_test_disabled;
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render_mode unshaded, depth_draw_opaque, depth_prepass_alpha;
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/*
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AUTHOR: Hannah "EMBYR" Crawford
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ENGINE_VERSION: 4.0.3
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HOW TO USE:
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1. Create a MeshInstance3D node and place it in your scene.
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2. Set it's size to 2x2.
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3. Enable the "Flip Faces" option.
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4. Create a new shader material with this shader.
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5. Assign the material to the MeshInstance3D
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LIMITATIONS:
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Does not work well with TAA enabled.
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MOBILE_NOTES:
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The mobile renderer does not have access to the normal_roughness texture
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so we must rely on techniques to reconstruct this information from the
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depth buffer.
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If you require support on mobile please uncomment the SUPPORT_MOBILE line
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below. I have done my best to match the appearance between the two modes
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however, mobile does not take into account smooth-shaded faces.
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The high-quality reconstruction method used on mobile is rather heavy on
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texture samples. If you would like to use the lower-quality recontruction
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method for better performance, please uncomment the NAIVE_NORMAL_RECONSTRUCTION
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line below.
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*/
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//#define SUPPORT_MOBILE
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//#define NAIVE_NORMAL_RECONSTRUCTION
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// Inspired by https://godotshaders.com/shader/3d-pixel-art-outline-highlight-post-processing-shader/
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group_uniforms outline;
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uniform vec4 outlineColor: source_color = vec4(0.0, 0.0, 0.0, 0.78);
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uniform float depth_threshold = 0.025;
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uniform float normal_threshold : hint_range(0.0, 1.5) = 0.5;
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uniform float normal_smoothing : hint_range(0.0, 1.0) = 0.25;
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uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap;
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
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uniform sampler2D NORMAL_TEXTURE : hint_normal_roughness_texture, filter_nearest;
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group_uniforms thickness;
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uniform float max_thickness: hint_range(0.0, 5.0) = 1.3;
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uniform float min_thickness = 0.5;
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uniform float max_distance = 75.0;
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uniform float min_distance = 2.0;
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group_uniforms grazing_prevention;
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uniform float grazing_fresnel_power = 5.0;
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uniform float grazing_angle_mask_power = 1.0;
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uniform float grazing_angle_modulation_factor = 50.0;
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uniform vec3 shadow_color : source_color = vec3(0.0);
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uniform float shadow_thickness = 2.0;
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uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear, repeat_disable;
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#ifndef SUPPORT_MOBILE
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uniform sampler2D NORMR_TEXTURE : hint_normal_roughness_texture, filter_linear, repeat_disable;
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#else
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varying flat mat4 model_view_matrix;
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#endif// !SUPPORT_MOBILE
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struct UVNeighbors {
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vec2 center;
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vec2 left; vec2 right; vec2 up; vec2 down;
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vec2 top_left; vec2 top_right; vec2 bottom_left; vec2 bottom_right;
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};
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struct NeighborDepthSamples {
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float c_d;
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float l_d; float r_d; float u_d; float d_d;
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float tl_d; float tr_d; float bl_d; float br_d;
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};
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UVNeighbors getNeighbors(vec2 center, float width, float aspect) {
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vec2 h_offset = vec2(width * aspect * 0.001, 0.0);
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vec2 v_offset = vec2(0.0, width * 0.001);
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UVNeighbors n;
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n.center = center;
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n.left = center - h_offset;
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n.right = center + h_offset;
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n.up = center - v_offset;
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n.down = center + v_offset;
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n.top_left = center - (h_offset - v_offset);
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n.top_right = center + (h_offset - v_offset);
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n.bottom_left = center - (h_offset + v_offset);
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n.bottom_right = center + (h_offset + v_offset);
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return n;
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vec2 getDepth(vec2 screen_uv, sampler2D depth_texture, mat4 inv_projection_matrix){
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float raw_depth = texture(depth_texture, screen_uv)[0];
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vec3 normalized_device_coordinates = vec3(screen_uv * 2.0 - 1.0, raw_depth);
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vec4 view_space = inv_projection_matrix * vec4(normalized_device_coordinates, 1.0);
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view_space.xyz /= view_space.w;
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return vec2(-view_space.z, raw_depth);
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}
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float getMinimumDepth(NeighborDepthSamples ds){
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return min(ds.c_d, min(ds.l_d, min(ds.r_d, min(ds.u_d, min(ds.d_d, min(ds.tl_d, min(ds.tr_d, min(ds.bl_d, ds.br_d))))))));
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}
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float getLinearDepth(float depth, vec2 uv, mat4 inv_proj) {
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vec3 ndc = vec3(uv * 2.0 - 1.0, depth);
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vec4 view = inv_proj * vec4(ndc, 1.0);
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view.xyz /= view.w;
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return -view.z;
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}
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NeighborDepthSamples getLinearDepthSamples(UVNeighbors uvs, sampler2D depth_tex, mat4 invProjMat) {
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NeighborDepthSamples result;
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result.c_d = getLinearDepth(texture(depth_tex, uvs.center).r, uvs.center, invProjMat);
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result.l_d = getLinearDepth(texture(depth_tex, uvs.left).r , uvs.left , invProjMat);
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result.r_d = getLinearDepth(texture(depth_tex, uvs.right).r , uvs.right , invProjMat);
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result.u_d = getLinearDepth(texture(depth_tex, uvs.up).r , uvs.up , invProjMat);
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result.d_d = getLinearDepth(texture(depth_tex, uvs.down).r , uvs.down , invProjMat);
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result.tl_d = getLinearDepth(texture(depth_tex, uvs.top_left).r, uvs.top_left, invProjMat);
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result.tr_d = getLinearDepth(texture(depth_tex, uvs.top_right).r, uvs.top_right, invProjMat);
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result.bl_d = getLinearDepth(texture(depth_tex, uvs.bottom_left).r, uvs.bottom_left, invProjMat);
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result.br_d = getLinearDepth(texture(depth_tex, uvs.bottom_right).r, uvs.bottom_right, invProjMat);
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return result;
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}
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float remap(float v, float from1, float to1, float from2, float to2) {
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return (v - from1) / (to1 - from1) * (to2 - from2) + from2;
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}
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float fresnel(float amount, vec3 normal, vec3 view) {
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return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
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}
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float getGrazingAngleModulation(vec3 pixel_normal, vec3 view) {
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float x = clamp(((fresnel(grazing_fresnel_power, pixel_normal, view) - 1.0) / grazing_angle_mask_power) + 1.0, 0.0, 1.0);
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return (x + grazing_angle_modulation_factor) + 1.0;
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}
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float detectEdgesDepth(NeighborDepthSamples depth_samples, vec3 pixel_normal, vec3 view) {
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float n_total =
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depth_samples.l_d +
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depth_samples.r_d +
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depth_samples.u_d +
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depth_samples.d_d +
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depth_samples.tl_d +
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depth_samples.tr_d +
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depth_samples.bl_d +
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depth_samples.br_d;
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float t = depth_threshold * getGrazingAngleModulation(pixel_normal, view);
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return step(t, n_total - (depth_samples.c_d * 8.0));
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}
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// Reconstruction helpers
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// Source: https://www.reddit.com/r/godot/comments/v70p2k/improved_normal_from_depth/
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#ifdef SUPPORT_MOBILE
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vec3 reconstructWorldPosition(float depth, mat4 model_view, mat4 inv_proj, vec2 screen_uv, mat4 world, mat4 inv_cam){
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vec4 pos = inverse(model_view) * inv_proj * vec4((screen_uv * 2.0 - 1.0), depth * 2.0 - 1.0, 1.0);
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pos.xyz /= (pos.w + 0.0001 * (1.-abs(sign(pos.w))));
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return (pos * inv_cam).xyz + world[3].xyz;
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}
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#ifndef NAIVE_NORMAL_RECONSTRUCTION
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vec3 reconstructWorldNormal(sampler2D depth_tex, mat4 model_view, mat4 inv_proj, vec2 screen_uv, mat4 world, mat4 inv_cam, vec2 viewport_size) {
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vec2 e = vec2(1.0 / viewport_size);
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float c0 = texture(depth_tex, screen_uv ).r;
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float l2 = texture(depth_tex, screen_uv - vec2(2,0) * e).r;
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float l1 = texture(depth_tex, screen_uv - vec2(1,0) * e).r;
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float r1 = texture(depth_tex, screen_uv + vec2(1,0) * e).r;
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float r2 = texture(depth_tex, screen_uv + vec2(2,0) * e).r;
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float b2 = texture(depth_tex, screen_uv - vec2(0,2) * e).r;
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float b1 = texture(depth_tex, screen_uv - vec2(0,1) * e).r;
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float t1 = texture(depth_tex, screen_uv + vec2(0,1) * e).r;
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float t2 = texture(depth_tex, screen_uv + vec2(0,2) * e).r;
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float dl = abs(l1 * l2 / (2.0 * l2 - l1) - c0);
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float dr = abs(r1 * r2 / (2.0 * r2 - r1) - c0);
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float db = abs(b1 * b2 / (2.0 * b2 - b1) - c0);
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float dt = abs(t1 * t2 / (2.0 * t2 - t1) - c0);
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vec3 ce = reconstructWorldPosition(c0, model_view, inv_proj, screen_uv, world, inv_cam);
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vec3 dpdx = (dl<dr) ? ce-reconstructWorldPosition(l1, model_view, inv_proj, screen_uv - vec2(1,0) * e, world, inv_cam) :
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-ce+reconstructWorldPosition(r1, model_view, inv_proj, screen_uv + vec2(1,0) * e, world, inv_cam) ;
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vec3 dpdy = (db<dt) ? ce-reconstructWorldPosition(b1, model_view, inv_proj, screen_uv - vec2(0,1) * e, world, inv_cam) :
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-ce+reconstructWorldPosition(t1, model_view, inv_proj, screen_uv + vec2(0,1) * e, world, inv_cam) ;
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return normalize(cross(dpdx,dpdy));
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}
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#else
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vec3 reconstructWorldNormal(sampler2D depth_tex, mat4 model_view, mat4 inv_proj, vec2 screen_uv, mat4 world, mat4 inv_cam, vec2 viewport_size) {
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vec3 pos = reconstructWorldPosition(texture(depth_tex, screen_uv).x, model_view, inv_proj, screen_uv, world, inv_cam);
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return normalize(cross(dFdx(pos), dFdy(pos)));
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}
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#endif//!NAIVE_NORMAL_RECONSTRUCTION
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float detectEdgesNormalReconstructed(UVNeighbors uvs, sampler2D depth_tex, mat4 model_view, mat4 inv_proj, vec2 screen_uv, mat4 world, mat4 inv_cam, vec2 viewport_size){
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vec3 n_u = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.up, world, inv_cam, viewport_size);
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vec3 n_d = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.down, world, inv_cam, viewport_size);
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vec3 n_l = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.left, world, inv_cam, viewport_size);
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vec3 n_r = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.right, world, inv_cam, viewport_size);
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vec3 n_tl = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.top_left, world, inv_cam, viewport_size);
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vec3 n_tr = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.top_right, world, inv_cam, viewport_size);
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vec3 n_bl = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.bottom_left, world, inv_cam, viewport_size);
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vec3 n_br = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.bottom_right, world, inv_cam, viewport_size);
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vec3 normalFiniteDifference0 = n_tr - n_bl;
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vec3 normalFiniteDifference1 = n_tl - n_br;
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vec3 normalFiniteDifference2 = n_l - n_r;
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vec3 normalFiniteDifference3 = n_u - n_d;
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float edgeNormal = sqrt(
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dot(normalFiniteDifference0, normalFiniteDifference0) +
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dot(normalFiniteDifference1, normalFiniteDifference1) +
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dot(normalFiniteDifference2, normalFiniteDifference2) +
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dot(normalFiniteDifference3, normalFiniteDifference3)
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) * 0.5;
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return smoothstep(normal_threshold - normal_smoothing, normal_threshold + normal_smoothing, edgeNormal);
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}
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#else
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float detectEdgesNormal(UVNeighbors uvs, sampler2D normTex, vec3 camDirWorld){
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vec3 n_u = texture(normTex, uvs.up).xyz;
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vec3 n_d = texture(normTex, uvs.down).xyz;
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vec3 n_l = texture(normTex, uvs.left).xyz;
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vec3 n_r = texture(normTex, uvs.right).xyz;
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vec3 n_tl = texture(normTex, uvs.top_left).xyz;
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vec3 n_tr = texture(normTex, uvs.top_right).xyz;
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vec3 n_bl = texture(normTex, uvs.bottom_left).xyz;
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vec3 n_br = texture(normTex, uvs.bottom_right).xyz;
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vec3 normalFiniteDifference0 = n_tr - n_bl;
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vec3 normalFiniteDifference1 = n_tl - n_br;
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vec3 normalFiniteDifference2 = n_l - n_r;
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vec3 normalFiniteDifference3 = n_u - n_d;
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float edgeNormal = sqrt(
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dot(normalFiniteDifference0, normalFiniteDifference0) +
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dot(normalFiniteDifference1, normalFiniteDifference1) +
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dot(normalFiniteDifference2, normalFiniteDifference2) +
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dot(normalFiniteDifference3, normalFiniteDifference3)
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);
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return smoothstep(normal_threshold - normal_smoothing, normal_threshold + normal_smoothing, edgeNormal);
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}
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#endif//SUPPORT_MOBILE
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void vertex() {
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POSITION = vec4(VERTEX, 1.0);
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#ifdef SUPPORT_MOBILE
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model_view_matrix = INV_VIEW_MATRIX * mat4(VIEW_MATRIX[0],VIEW_MATRIX[1],VIEW_MATRIX[2],VIEW_MATRIX[3]);;
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#endif
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}
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void fragment() {
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float aspect = float(VIEWPORT_SIZE.y) / float(VIEWPORT_SIZE.x);
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vec2 e = vec2(1./VIEWPORT_SIZE.xy)*1.0;
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float depth_diff = 0.0;
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float neg_depth_diff = .5;
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UVNeighbors n = getNeighbors(SCREEN_UV, max_thickness, aspect);
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NeighborDepthSamples depth_samples = getLinearDepthSamples(n, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
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vec2 depth_data = getDepth(SCREEN_UV, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
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float depth = depth_data.x;
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vec3 color = texture(SCREEN_TEXTURE, SCREEN_UV).rgb;
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vec3 c = vec3(0.0);
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float min_d = getMinimumDepth(depth_samples);
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float thickness = clamp(remap(min_d, min_distance, max_distance, max_thickness, min_thickness), min_thickness, max_thickness);
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float fade_a = clamp(remap(min_d, min_distance, max_distance, 1.0, 0.0), 0.0, 1.0);
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vec2 min_depth_data = depth_data;
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float min_depth = 9999999.9;
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n = getNeighbors(SCREEN_UV, thickness, aspect);
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depth_samples = getLinearDepthSamples(n, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
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vec3 normal = texture(NORMAL_TEXTURE, SCREEN_UV).rgb * 2.0 - 1.0;
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#ifndef SUPPORT_MOBILE
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vec3 pixel_normal = texture(NORMR_TEXTURE, SCREEN_UV).xyz;
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#else
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vec3 pixel_normal = reconstructWorldNormal(DEPTH_TEXTURE, model_view_matrix, INV_PROJECTION_MATRIX, SCREEN_UV, MODEL_MATRIX, INV_VIEW_MATRIX, VIEWPORT_SIZE.xy);
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#endif
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float depthEdges = detectEdgesDepth(depth_samples, pixel_normal, VIEW);
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#ifndef SUPPORT_MOBILE
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float normEdges = min(detectEdgesNormal(n, NORMR_TEXTURE, CAMERA_DIRECTION_WORLD), 1.0);
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#else
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float normEdges = min(detectEdgesNormalReconstructed(n, DEPTH_TEXTURE, model_view_matrix, INV_PROJECTION_MATRIX, SCREEN_UV, MODEL_MATRIX, INV_VIEW_MATRIX, VIEWPORT_SIZE.xy), 1.0);
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#endif
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ALBEDO.rgb = outlineColor.rgb;
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ALPHA = max(depthEdges, normEdges) * outlineColor.a * fade_a;
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for (float x = -shadow_thickness; x <= shadow_thickness;x += 1.0){
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for (float y = -shadow_thickness; y <= shadow_thickness; y += 1.0){
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if ((x == 0.0 && y == 0.0) || (shadow_thickness*shadow_thickness < (x*x + y*y))){
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continue;
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}
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vec2 du_data = getDepth(SCREEN_UV+1.0*vec2(x, y)*e, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
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vec2 dd_data = getDepth(SCREEN_UV+0.5*vec2(x, y)*e, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
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float du = du_data.x;
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float dd = dd_data.x;
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float dd_diff = clamp(abs((depth - dd) - (dd - du)), 0.0, 1.0);
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float val = clamp(abs(depth - du), 0., 1.)/(x*x + y*y)*dd_diff*dd_diff*5000.0;
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val = clamp(val, 0.0, 1.0);
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depth_diff += val;
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if (du < min_depth){
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min_depth = du;
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min_depth_data = du_data;
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c = texture(SCREEN_TEXTURE, SCREEN_UV+vec2(x, y)*e).rgb;
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c *= clamp(0.5+ 0.5*dot(normalize(vec2(x, y)), (vec2(0.0, 1.0))), 0.0, 1.0);
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}
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vec3 nu = texture(NORMAL_TEXTURE, SCREEN_UV+vec2(x, y)*e).rgb * 2.0 - 1.0;
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depth_diff += (1.0-abs(dot(nu, normal)))/max(min(dd, depth), 2.0);
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}
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}
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depth_diff = smoothstep(0.2, 0.3, depth_diff);
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vec3 final = c*shadow_color;
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ALBEDO = final;
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float alpha_mask = depth_diff;
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DEPTH = min_depth_data.y*alpha_mask + depth_data.y*(1.0-alpha_mask);
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ALPHA = clamp((alpha_mask) * 5., 0., 1.);
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}
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56
common/vfx/materials/shaders/3d_outline_2.gdshader
Normal file
56
common/vfx/materials/shaders/3d_outline_2.gdshader
Normal file
@@ -0,0 +1,56 @@
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shader_type spatial;
|
||||
render_mode blend_premul_alpha, unshaded, ambient_light_disabled;
|
||||
|
||||
uniform sampler2D depth_texture : hint_depth_texture;
|
||||
uniform int step_count : hint_range(3, 15, 2) = 3; // 2 samples per step
|
||||
uniform float thickness : hint_range(1.0, 16.0, 0.1) = 3.0;
|
||||
uniform vec3 edge_color : source_color = vec3(0.);
|
||||
uniform float fade_start : hint_range(1.0, 1000.0, 0.1) = 100.0;
|
||||
uniform float fade_length : hint_range(1.0, 1000.0, 0.1) = 200.0;
|
||||
|
||||
void fragment() {
|
||||
// Setup step parameters
|
||||
vec2 step_length = 1.0 / VIEWPORT_SIZE * thickness;
|
||||
float step_angle = TAU / float(step_count);
|
||||
// Per-pixel jitter to reduce patterning
|
||||
float start_angle = fract(sin(dot(SCREEN_UV, vec2(12.9898, 78.233))) * 43758.5453) * TAU;
|
||||
vec2 dir = vec2(cos(start_angle), sin(start_angle));
|
||||
// step rotation matrix
|
||||
mat2 rot = mat2(
|
||||
vec2(cos(step_angle), -sin(step_angle)),
|
||||
vec2(sin(step_angle), cos(step_angle)));
|
||||
vec3 avg_dx = vec3(0.0);
|
||||
vec3 avg_dy = vec3(0.0);
|
||||
// save closest pixel to uniformly fade line.
|
||||
float min_z = 1e6;
|
||||
// Sample and average derivatives for all pairs
|
||||
for (int i = 0; i < step_count; i++) {
|
||||
vec2 uv1 = SCREEN_UV + dir * step_length;
|
||||
vec2 uv2 = SCREEN_UV - dir * step_length;
|
||||
float d1 = texture(depth_texture, uv1).r;
|
||||
float d2 = texture(depth_texture, uv2).r;
|
||||
vec4 up1 = INV_PROJECTION_MATRIX * vec4(uv1 * 2.0 - 1.0, d1, 1.0);
|
||||
vec4 up2 = INV_PROJECTION_MATRIX * vec4(uv2 * 2.0 - 1.0, d2, 1.0);
|
||||
vec3 p1 = up1.xyz / up1.w;
|
||||
vec3 p2 = up2.xyz / up2.w;
|
||||
min_z = min(min_z, min(-p1.z, -p2.z));
|
||||
vec3 diff = p1 - p2;
|
||||
avg_dx += diff * dir.x;
|
||||
avg_dy += diff * dir.y;
|
||||
|
||||
dir = rot * dir; // rotate direction for next step
|
||||
}
|
||||
// fade outline width with distance
|
||||
float distance_fade = 1e-4 + smoothstep(fade_start + fade_length, fade_start, min_z);
|
||||
|
||||
// Edge mask
|
||||
float edge = 1.0 - smoothstep(0.1, 0.15, dot(normalize(cross(avg_dy, avg_dx)), VIEW));
|
||||
|
||||
// Small vignette at screen edges
|
||||
edge *= smoothstep(0.00, 0.015 * thickness,
|
||||
1.0 - max(abs(SCREEN_UV.x - 0.5), abs(SCREEN_UV.y - 0.5)) * 2.0);
|
||||
|
||||
// blend_premul_alpha avoids need to sample screentexture.
|
||||
ALBEDO = edge_color * edge;
|
||||
ALPHA = edge * distance_fade;
|
||||
}
|
||||
1
common/vfx/materials/shaders/3d_outline_2.gdshader.uid
Normal file
1
common/vfx/materials/shaders/3d_outline_2.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://n6r7u234l2iy
|
||||
@@ -1,62 +1,56 @@
|
||||
shader_type canvas_item;
|
||||
shader_type spatial;
|
||||
render_mode blend_premul_alpha, unshaded, ambient_light_disabled;
|
||||
|
||||
uniform vec4 color : source_color = vec4(1.0);
|
||||
uniform float width : hint_range(0, 10) = 1.0;
|
||||
uniform int pattern : hint_range(0, 2) = 0; // diamond, circle, square
|
||||
uniform bool inside = false;
|
||||
uniform bool add_margins = true; // only useful when inside is false
|
||||
|
||||
void vertex() {
|
||||
if (add_margins) {
|
||||
VERTEX += (UV * 2.0 - 1.0) * width;
|
||||
}
|
||||
}
|
||||
|
||||
bool hasContraryNeighbour(vec2 uv, vec2 texture_pixel_size, sampler2D texture) {
|
||||
for (float i = -ceil(width); i <= ceil(width); i++) {
|
||||
float x = abs(i) > width ? width * sign(i) : i;
|
||||
float offset;
|
||||
|
||||
if (pattern == 0) {
|
||||
offset = width - abs(x);
|
||||
} else if (pattern == 1) {
|
||||
offset = floor(sqrt(pow(width + 0.5, 2) - x * x));
|
||||
} else if (pattern == 2) {
|
||||
offset = width;
|
||||
}
|
||||
|
||||
for (float j = -ceil(offset); j <= ceil(offset); j++) {
|
||||
float y = abs(j) > offset ? offset * sign(j) : j;
|
||||
vec2 xy = uv + texture_pixel_size * vec2(x, y);
|
||||
|
||||
if ((xy != clamp(xy, vec2(0.0), vec2(1.0)) || texture(texture, xy).a <= 0.0) == inside) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
uniform sampler2D depth_texture : hint_depth_texture;
|
||||
uniform int step_count : hint_range(3, 15, 2) = 3; // 2 samples per step
|
||||
uniform float thickness : hint_range(1.0, 16.0, 0.1) = 3.0;
|
||||
uniform vec3 edge_color : source_color = vec3(0.);
|
||||
uniform float fade_start : hint_range(1.0, 1000.0, 0.1) = 100.0;
|
||||
uniform float fade_length : hint_range(1.0, 1000.0, 0.1) = 200.0;
|
||||
|
||||
void fragment() {
|
||||
vec2 uv = UV;
|
||||
|
||||
if (add_margins) {
|
||||
vec2 texture_pixel_size = vec2(1.0) / (vec2(1.0) / TEXTURE_PIXEL_SIZE + vec2(width * 2.0));
|
||||
|
||||
uv = (uv - texture_pixel_size * width) * TEXTURE_PIXEL_SIZE / texture_pixel_size;
|
||||
|
||||
if (uv != clamp(uv, vec2(0.0), vec2(1.0))) {
|
||||
COLOR.a = 0.0;
|
||||
} else {
|
||||
COLOR = texture(TEXTURE, uv);
|
||||
}
|
||||
} else {
|
||||
COLOR = texture(TEXTURE, uv);
|
||||
}
|
||||
|
||||
if ((COLOR.a > 0.0) == inside && hasContraryNeighbour(uv, TEXTURE_PIXEL_SIZE, TEXTURE)) {
|
||||
COLOR.rgb = inside ? mix(COLOR.rgb, color.rgb, color.a) : color.rgb;
|
||||
COLOR.a += (1.0 - COLOR.a) * color.a;
|
||||
// Setup step parameters
|
||||
vec2 step_length = 1.0 / VIEWPORT_SIZE * thickness;
|
||||
float step_angle = TAU / float(step_count);
|
||||
// Per-pixel jitter to reduce patterning
|
||||
float start_angle = fract(sin(dot(SCREEN_UV, vec2(12.9898, 78.233))) * 43758.5453) * TAU;
|
||||
vec2 dir = vec2(cos(start_angle), sin(start_angle));
|
||||
// step rotation matrix
|
||||
mat2 rot = mat2(
|
||||
vec2(cos(step_angle), -sin(step_angle)),
|
||||
vec2(sin(step_angle), cos(step_angle)));
|
||||
vec3 avg_dx = vec3(0.0);
|
||||
vec3 avg_dy = vec3(0.0);
|
||||
// save closest pixel to uniformly fade line.
|
||||
float min_z = 1e6;
|
||||
// Sample and average derivatives for all pairs
|
||||
for (int i = 0; i < step_count; i++) {
|
||||
vec2 uv1 = SCREEN_UV + dir * step_length;
|
||||
vec2 uv2 = SCREEN_UV - dir * step_length;
|
||||
float d1 = texture(depth_texture, uv1).r;
|
||||
float d2 = texture(depth_texture, uv2).r;
|
||||
vec4 up1 = INV_PROJECTION_MATRIX * vec4(uv1 * 2.0 - 1.0, d1, 1.0);
|
||||
vec4 up2 = INV_PROJECTION_MATRIX * vec4(uv2 * 2.0 - 1.0, d2, 1.0);
|
||||
vec3 p1 = up1.xyz / up1.w;
|
||||
vec3 p2 = up2.xyz / up2.w;
|
||||
min_z = min(min_z, min(-p1.z, -p2.z));
|
||||
vec3 diff = p1 - p2;
|
||||
avg_dx += diff * dir.x;
|
||||
avg_dy += diff * dir.y;
|
||||
|
||||
dir = rot * dir; // rotate direction for next step
|
||||
}
|
||||
// fade outline width with distance
|
||||
float distance_fade = 1e-4 + smoothstep(fade_start + fade_length, fade_start, min_z);
|
||||
|
||||
// Edge mask
|
||||
float edge = 1.0 - smoothstep(0.1, 0.15, dot(normalize(cross(avg_dy, avg_dx)), VIEW));
|
||||
|
||||
// Small vignette at screen edges
|
||||
edge *= smoothstep(0.00, 0.015 * thickness,
|
||||
1.0 - max(abs(SCREEN_UV.x - 0.5), abs(SCREEN_UV.y - 0.5)) * 2.0);
|
||||
|
||||
// blend_premul_alpha avoids need to sample screentexture.
|
||||
ALBEDO = edge_color * edge;
|
||||
ALPHA = edge * distance_fade;
|
||||
}
|
||||
19
common/vfx/materials/shaders/pixelisation.gdshader
Normal file
19
common/vfx/materials/shaders/pixelisation.gdshader
Normal file
@@ -0,0 +1,19 @@
|
||||
shader_type spatial;
|
||||
|
||||
render_mode unshaded, fog_disabled;
|
||||
|
||||
uniform sampler2D screen_texture : hint_screen_texture;
|
||||
uniform float pixel_size : hint_range(0.0, 100., 2.0) = 8.0;
|
||||
|
||||
void fragment() {
|
||||
vec2 tex_size = vec2(textureSize(screen_texture, 0));
|
||||
vec2 pixel_count = tex_size / pixel_size;
|
||||
vec2 pixelated_uv = floor(SCREEN_UV * pixel_count) / pixel_count;
|
||||
vec4 color = texture(screen_texture, pixelated_uv);
|
||||
ALBEDO = color.rgb;
|
||||
}
|
||||
|
||||
//void light() {
|
||||
// // Called for every pixel for every light affecting the material.
|
||||
// // Uncomment to replace the default light processing function with this one.
|
||||
//}
|
||||
1
common/vfx/materials/shaders/pixelisation.gdshader.uid
Normal file
1
common/vfx/materials/shaders/pixelisation.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://c3gjvpai3w7cu
|
||||
Reference in New Issue
Block a user