shader_type spatial; render_mode unshaded, depth_draw_never, cull_disabled; uniform float width = 15.0; uniform float height = 15.0; uniform float density = 5.0; uniform float line_thickness = 0.1; uniform vec4 line_color : source_color = vec4( 0.2, 1.0, 1.0, 1.0 ); uniform sampler2D depth_texture : source_color, hint_depth_texture; uniform vec4 color1: source_color = vec4(1,1,1,.1); uniform vec4 color2: source_color = vec4(1,1,1,1); uniform float threshold = .2; uniform float fresnel_sharpness = 1.0; uniform float fresnel_factor = 1.0; float hex_cells( vec2 uv ) { float x = uv.x * width * density; float y = mod( floor(x), 2.0 ) * 0.5 + ( uv.y * height ) * density; vec2 base_chip = abs( vec2( 0.5 ) - mod( vec2( x, y ), 1.0 ) ); return abs( max( base_chip.x * 1.5 + base_chip.y, base_chip.y * 2.0 ) - 1.0 ); } void fragment( ) { float depth = texture(depth_texture, SCREEN_UV).x; //vec3 ndc = vec3(SCREEN_UV, depth) * 2.0 - 1.0; vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, depth); vec4 view = INV_PROJECTION_MATRIX * vec4(ndc, 1.0); view.xyz /= view.w; float linear_depth = -view.z; float object_depth = FRAGCOORD.z; //vec3 object_ndc = vec3(SCREEN_UV, object_depth) * 2.0 - 1.0; vec3 object_ndc = vec3(SCREEN_UV * 2.0 - 1.0, object_depth); vec4 object_view = INV_PROJECTION_MATRIX * vec4(object_ndc, 1.0); object_view.xyz /= object_view.w; float linear_object_depth = -object_view.z; float fresnel = pow(1.0 - dot(VIEW, NORMAL), fresnel_sharpness) * fresnel_factor; if (linear_depth - linear_object_depth > threshold) { float hex = hex_cells( UV ); vec4 final_color = mix( color1, line_color, float( hex < line_thickness ) ); ALBEDO = final_color.rgb; ALPHA = final_color.a+(fresnel); } else { ALBEDO = color2.rgb; ALPHA = color2.a+fresnel; } }