[gd_resource type="Shader" format=3 uid="uid://dcbswuorsomae"] [resource] code = "shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx,skip_vertex_transform; /* This shader is generated based upon the debug views you have selected. * The terrain function depends on this shader. So don't change: * - vertex positioning in vertex() * - terrain normal calculation in fragment() * - the last function being fragment() as the editor injects code before the closing } * * Most will only want to customize the material calculation and PBR application in fragment() * * Uniforms that begin with _ are private and will not display in the inspector. However, * you can set them via code. You are welcome to create more of your own hidden uniforms. * * This system only supports albedo, height, normal, roughness. Most textures don't need the other * PBR channels. Height can be used as an approximation for AO. For the rare textures do need * additional channels, you can add maps for that one texture. e.g. an emissive map for lava. * */ // Private uniforms uniform float _region_size = 1024.0; uniform float _region_texel_size = 0.0009765625; // = 1/1024 uniform float _vertex_spacing = 1.0; uniform float _vertex_density = 1.0; // = 1/_vertex_spacing uniform int _region_map_size = 32; uniform int _region_map[1024]; uniform vec2 _region_locations[1024]; uniform highp sampler2DArray _height_maps : repeat_disable; uniform highp usampler2DArray _control_maps : repeat_disable; uniform highp sampler2DArray _color_maps : source_color, filter_nearest_mipmap_anisotropic, repeat_disable; uniform highp sampler2DArray _texture_array_albedo : source_color, filter_nearest_mipmap_anisotropic, repeat_enable; uniform highp sampler2DArray _texture_array_normal : hint_normal, filter_nearest_mipmap_anisotropic, repeat_enable; uniform highp sampler2D noise_texture : source_color, filter_nearest_mipmap_anisotropic, repeat_enable; uniform float _texture_uv_scale_array[32]; uniform float _texture_detile_array[32]; uniform vec4 _texture_color_array[32]; uniform uint _background_mode = 1u; // NONE = 0, FLAT = 1, NOISE = 2 uniform uint _mouse_layer = 0x80000000u; // Layer 32 // Public uniforms uniform float vertex_normals_distance : hint_range(0, 1024) = 128.0; uniform bool height_blending = true; uniform float blend_sharpness : hint_range(0, 1) = 0.87; uniform float auto_slope : hint_range(0, 10) = 1.0; uniform float auto_height_reduction : hint_range(0, 1) = 0.1; uniform int auto_base_texture : hint_range(0, 31) = 0; uniform int auto_overlay_texture : hint_range(0, 31) = 1; uniform vec3 macro_variation1 : source_color = vec3(1.); uniform vec3 macro_variation2 : source_color = vec3(1.); // Generic noise at 3 scales, which can be used for anything uniform float noise1_scale : hint_range(0.001, 1.) = 0.04; // Used for macro variation 1. Scaled up 10x uniform float noise1_angle : hint_range(0, 6.283) = 0.; uniform vec2 noise1_offset = vec2(0.5); uniform float noise2_scale : hint_range(0.001, 1.) = 0.076; // Used for macro variation 2. Scaled up 10x uniform float noise3_scale : hint_range(0.001, 1.) = 0.225; // Used for texture blending edge. // Varyings & Types struct Material { vec4 alb_ht; vec4 nrm_rg; int base; int over; float blend; }; varying flat vec3 v_vertex; // World coordinate vertex location varying flat vec3 v_camera_pos; varying float v_vertex_xz_dist; varying flat ivec3 v_region; varying flat vec2 v_uv_offset; varying flat vec2 v_uv2_offset; varying vec3 v_normal; varying float v_region_border_mask; //////////////////////// // Vertex //////////////////////// // Takes in UV world space coordinates, returns ivec3 with: // XY: (0 to _region_size) coordinates within a region // Z: layer index used for texturearrays, -1 if not in a region ivec3 get_region_uv(const vec2 uv) { ivec2 pos = ivec2(floor(uv * _region_texel_size)) + (_region_map_size / 2); int bounds = int(uint(pos.x | pos.y) < uint(_region_map_size)); int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1; return ivec3(ivec2(mod(uv,_region_size)), layer_index); } // Takes in UV2 region space coordinates, returns vec3 with: // XY: (0 to 1) coordinates within a region // Z: layer index used for texturearrays, -1 if not in a region vec3 get_region_uv2(const vec2 uv2) { // Remove Texel Offset to ensure correct region index. ivec2 pos = ivec2(floor(uv2 - vec2(_region_texel_size * 0.5))) + (_region_map_size / 2); int bounds = int(uint(pos.x | pos.y) < uint(_region_map_size)); int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1; return vec3(uv2 - _region_locations[layer_index], float(layer_index)); } // World Noise uniform float world_noise_region_blend : hint_range(0.05, 0.95, 0.01) = 0.33; uniform int world_noise_max_octaves : hint_range(0, 15) = 4; uniform int world_noise_min_octaves : hint_range(0, 15) = 2; uniform float world_noise_lod_distance : hint_range(0, 40000, 1) = 7500.; uniform float world_noise_scale : hint_range(0.25, 20, 0.01) = 5.0; uniform float world_noise_height : hint_range(0, 1000, 0.1) = 64.0; uniform vec3 world_noise_offset = vec3(0.0); // Takes in UV2 region space coordinates, returns 1.0 or 0.0 if a region is present or not. float check_region(const vec2 uv2) { ivec2 pos = ivec2(floor(uv2)) + (_region_map_size / 2); int layer_index = 0; if (uint(pos.x | pos.y) < uint(_region_map_size)) { layer_index = clamp(_region_map[ pos.y * _region_map_size + pos.x ] - 1, -1, 0) + 1; } return float(layer_index); } // Takes in UV2 region space coordinates, returns a blend value (0 - 1 range) between empty, and valid regions float region_blend(vec2 uv2) { uv2 -= 0.5; const vec2 offset = vec2(0.0,1.0); float a = check_region(uv2 + offset.xy); float b = check_region(uv2 + offset.yy); float c = check_region(uv2 + offset.yx); float d = check_region(uv2 + offset.xx); vec2 w = smoothstep(vec2(0.0), vec2(1.0), fract(uv2)); float blend = mix(mix(d, c, w.x), mix(a, b, w.x), w.y); return 1.0 - blend; } float hashf(float f) { return fract(sin(f) * 1e4); } float hashv2(vec2 v) { return fract(1e4 * sin(fma(17.0, v.x, v.y * 0.1)) * (0.1 + abs(sin(fma(v.y, 13.0, v.x))))); } // https://iquilezles.org/articles/morenoise/ vec3 noise2D(vec2 x) { vec2 f = fract(x); // Quintic Hermine Curve. Similar to SmoothStep() vec2 u = f*f*f*(f*(f*6.0-15.0)+10.0); vec2 du = 30.0*f*f*(f*(f-2.0)+1.0); vec2 p = floor(x); // Four corners in 2D of a tile float a = hashv2( p+vec2(0,0) ); float b = hashv2( p+vec2(1,0) ); float c = hashv2( p+vec2(0,1) ); float d = hashv2( p+vec2(1,1) ); // Mix 4 corner percentages float k0 = a; float k1 = b - a; float k2 = c - a; float k3 = a - b - c + d; return vec3( k0 + k1 * u.x + k2 * u.y + k3 * u.x * u.y, du * ( vec2(k1, k2) + k3 * u.yx) ); } float world_noise(vec2 p) { float a = 0.0; float b = 1.0; vec2 d = vec2(0.0); int octaves = int( clamp( float(world_noise_max_octaves) - floor(v_vertex_xz_dist/(world_noise_lod_distance)), float(world_noise_min_octaves), float(world_noise_max_octaves)) ); for( int i=0; i < octaves; i++ ) { vec3 n = noise2D(p); d += n.yz; a += b * n.x / (1.0 + dot(d,d)); b *= 0.5; p = mat2( vec2(0.8, -0.6), vec2(0.6, 0.8) ) * p * 2.0; } return a; } float get_noise_height(const vec2 uv) { float weight = region_blend(uv); // only calculate world noise when it could be visibile. if (weight <= 1.0 - world_noise_region_blend) { return 0.0; } //TODO: Offset/scale UVs are semi-dependent upon region size 1024. Base on v_vertex.xz instead float noise = world_noise((uv + world_noise_offset.xz * 1024. / _region_size) * world_noise_scale * _region_size / 1024. * .1) * world_noise_height * 10. + world_noise_offset.y * 100.; weight = smoothstep(1.0 - world_noise_region_blend, 1.0, weight); return mix(0.0, noise, weight); } // World Noise end // 1 lookup float get_height(vec2 uv) { highp float height = 0.0; vec3 region = get_region_uv2(uv); if (region.z >= 0.) { height = texture(_height_maps, region).r; } // World Noise if (_background_mode == 2u) { height += get_noise_height(uv); } return height; } void vertex() { // Get camera pos in world vertex coords v_camera_pos = INV_VIEW_MATRIX[3].xyz; // Get vertex of flat plane in world coordinates and set world UV v_vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; // Camera distance to vertex on flat plane v_vertex_xz_dist = length(v_vertex.xz - v_camera_pos.xz); // UV coordinates in world space. Values are 0 to _region_size within regions UV = round(v_vertex.xz * _vertex_density); // UV coordinates in region space + texel offset. Values are 0 to 1 within regions UV2 = fma(UV, vec2(_region_texel_size), vec2(0.5 * _region_texel_size)); // Discard vertices for Holes. 1 lookup v_region = get_region_uv(UV); uint control = texelFetch(_control_maps, v_region, 0).r; bool hole = bool(control >>2u & 0x1u); // Show holes to all cameras except mouse camera (on exactly 1 layer) if ( !(CAMERA_VISIBLE_LAYERS == _mouse_layer) && (hole || (_background_mode == 0u && (get_region_uv(UV - _region_texel_size) & v_region).z < 0))) { VERTEX.x = 0. / 0.; } else { // Set final vertex height & calculate vertex normals. 3 lookups. VERTEX.y = get_height(UV2); v_vertex.y = VERTEX.y; v_normal = vec3( v_vertex.y - get_height(UV2 + vec2(_region_texel_size, 0)), _vertex_spacing, v_vertex.y - get_height(UV2 + vec2(0, _region_texel_size)) ); // Due to a bug caused by the GPUs linear interpolation across edges of region maps, // mask region edges and use vertex normals only across region boundaries. v_region_border_mask = mod(UV.x + 2.5, _region_size) - fract(UV.x) < 5.0 || mod(UV.y + 2.5, _region_size) - fract(UV.y) < 5.0 ? 1. : 0.; } // Transform UVs to local to avoid poor precision during varying interpolation. v_uv_offset = MODEL_MATRIX[3].xz * _vertex_density; UV -= v_uv_offset; v_uv2_offset = v_uv_offset * _region_texel_size; UV2 -= v_uv2_offset; // Convert model space to view space w/ skip_vertex_transform render mode VERTEX = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; VERTEX = (VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz; NORMAL = normalize((MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz); BINORMAL = normalize((MODELVIEW_MATRIX * vec4(BINORMAL, 0.0)).xyz); TANGENT = normalize((MODELVIEW_MATRIX * vec4(TANGENT, 0.0)).xyz); } //////////////////////// // Fragment //////////////////////// // 0 - 3 lookups vec3 get_normal(vec2 uv, out vec3 tangent, out vec3 binormal) { float u, v, height; vec3 normal; // Use vertex normals within radius of vertex_normals_distance, and along region borders. if ((v_region_border_mask > 0.5 || v_vertex_xz_dist < vertex_normals_distance) && v_region.z >= 0) { normal = normalize(v_normal); } else { height = get_height(uv); u = height - get_height(uv + vec2(_region_texel_size, 0)); v = height - get_height(uv + vec2(0, _region_texel_size)); normal = normalize(vec3(u, _vertex_spacing, v)); } tangent = normalize(cross(normal, vec3(0, 0, 1))); binormal = normalize(cross(normal, tangent)); return normal; } vec3 unpack_normal(vec4 rgba) { vec3 n = fma(rgba.xzy, vec3(2.0, 2.0, -2.0), vec3(-1.0, -1.0, 1.0)); return n; } vec4 pack_normal(vec3 n, float a) { return vec4(fma(n.xzy, vec3(0.5, -0.5, 0.5), vec3(0.5)), a); } float random(in vec2 xy) { return fract(sin(dot(xy, vec2(12.9898, 78.233))) * 43758.5453); } vec2 rotate(vec2 v, float cosa, float sina) { return vec2(fma(cosa, v.x, - sina * v.y), fma(sina, v.x, cosa * v.y)); } // Moves a point around a pivot point. vec2 rotate_around(vec2 point, vec2 pivot, float angle){ float x = pivot.x + (point.x - pivot.x) * cos(angle) - (point.y - pivot.y) * sin(angle); float y = pivot.y + (point.x - pivot.x) * sin(angle) + (point.y - pivot.y) * cos(angle); return vec2(x, y); } vec4 height_blend(vec4 a_value, float a_height, vec4 b_value, float b_height, float blend) { if(height_blending) { float ma = max(a_height + (1.0 - blend), b_height + blend) - (1.001 - blend_sharpness); float b1 = max(a_height + (1.0 - blend) - ma, 0.0); float b2 = max(b_height + blend - ma, 0.0); return (a_value * b1 + b_value * b2) / (b1 + b2); } else { float contrast = 1.0 - blend_sharpness; float factor = (blend - contrast) / contrast; return mix(a_value, b_value, clamp(factor, 0.0, 1.0)); } } vec2 detiling(vec2 uv, vec2 uv_center, int mat_id, inout float normal_rotation){ if (_texture_detile_array[mat_id] >= 0.001){ uv_center = floor(uv_center) + 0.5; float detile = fma(random(uv_center), 2.0, -1.0) * TAU * _texture_detile_array[mat_id]; // -180deg to 180deg uv = rotate_around(uv, uv_center, detile); // Accumulate total rotation for normal rotation normal_rotation += detile; } return uv; } vec2 rotate_normal(vec2 normal, float angle) { angle = fma(PI, 0.5, angle); float new_y = dot(vec2(cos(angle), sin(angle)), normal); angle = fma(PI, -0.5, angle); float new_x = dot(vec2(cos(angle) ,sin(angle)) ,normal); return vec2(new_x, new_y); } // 2-4 lookups void get_material(vec2 base_uv, uint control, ivec3 iuv_center, vec3 normal, out Material out_mat) { out_mat = Material(vec4(0.), vec4(0.), 0, 0, 0.0); vec2 uv_center = vec2(iuv_center.xy); int region = iuv_center.z; // Enable Autoshader if outside regions or painted in regions, otherwise manual painted bool auto_shader = region < 0 || bool(control & 0x1u); out_mat.base = int(auto_shader) * auto_base_texture + int(!auto_shader) * int(control >>27u & 0x1Fu); out_mat.over = int(auto_shader) * auto_overlay_texture + int(!auto_shader) * int(control >> 22u & 0x1Fu); out_mat.blend = float(auto_shader) * clamp( dot(vec3(0., 1., 0.), normal * auto_slope * 2. - (auto_slope * 2. - 1.)) - auto_height_reduction * .01 * v_vertex.y // Reduce as vertices get higher , 0., 1.) + float(!auto_shader) * float(control >>14u & 0xFFu) * 0.003921568627450; // 1./255.0 // Control map scale & rotation, apply to both base and // uv_center. Translate uv center to the current region. uv_center += _region_locations[region] * _region_size; // Define base scale from control map value as array index. 0.5 as baseline. float[8] scale_array = { 0.5, 0.4, 0.3, 0.2, 0.1, 0.8, 0.7, 0.6}; float control_scale = scale_array[(control >>7u & 0x7u)]; base_uv *= control_scale; uv_center *= control_scale; // calculate baseline derivatives vec2 ddx = dFdxCoarse(base_uv); vec2 ddy = dFdyCoarse(base_uv); // Apply global uv rotation from control map. float uv_rotation = float(control >>10u & 0xFu) / 16. * TAU; base_uv = rotate_around(base_uv, vec2(0), uv_rotation); uv_center = rotate_around(uv_center, vec2(0), uv_rotation); vec2 matUV = base_uv; vec4 albedo_ht = vec4(0.); vec4 normal_rg = vec4(0.5f, 0.5f, 1.0f, 1.0f); vec4 albedo_far = vec4(0.); vec4 normal_far = vec4(0.5f, 0.5f, 1.0f, 1.0f); float mat_scale = _texture_uv_scale_array[out_mat.base]; float normal_angle = uv_rotation; vec2 ddx1 = ddx; vec2 ddy1 = ddy; matUV = detiling(base_uv * mat_scale, uv_center * mat_scale, out_mat.base, normal_angle); ddx1 *= mat_scale; ddy1 *= mat_scale; albedo_ht = textureGrad(_texture_array_albedo, vec3(matUV, float(out_mat.base)), ddx1, ddy1); normal_rg = textureGrad(_texture_array_normal, vec3(matUV, float(out_mat.base)), ddx1, ddy1); // Unpack & rotate base normal for blending normal_rg.xz = unpack_normal(normal_rg).xz; normal_rg.xz = rotate_normal(normal_rg.xz, normal_angle); // Apply color to base albedo_ht.rgb *= _texture_color_array[out_mat.base].rgb; // Setup overlay texture to blend float mat_scale2 = _texture_uv_scale_array[out_mat.over]; float normal_angle2 = uv_rotation; vec2 matUV2 = detiling(base_uv * mat_scale2, uv_center * mat_scale2, out_mat.over, normal_angle2); vec2 ddx2 = ddx * mat_scale2; vec2 ddy2 = ddy * mat_scale2; vec4 albedo_ht2 = textureGrad(_texture_array_albedo, vec3(matUV2, float(out_mat.over)), ddx2, ddy2); vec4 normal_rg2 = textureGrad(_texture_array_normal, vec3(matUV2, float(out_mat.over)), ddx2, ddy2); // Though it would seem having the above lookups in this block, or removing the branch would // be more optimal, the first introduces artifacts #276, and the second is noticably slower. // It seems the branching off dual scaling and the color array lookup is more optimal. if (out_mat.blend > 0.f) { // Unpack & rotate overlay normal for blending normal_rg2.xz = unpack_normal(normal_rg2).xz; normal_rg2.xz = rotate_normal(normal_rg2.xz, normal_angle2); // Apply color to overlay albedo_ht2.rgb *= _texture_color_array[out_mat.over].rgb; // Blend overlay and base albedo_ht = height_blend(albedo_ht, albedo_ht.a, albedo_ht2, albedo_ht2.a, out_mat.blend); normal_rg = height_blend(normal_rg, albedo_ht.a, normal_rg2, albedo_ht2.a, out_mat.blend); } // Repack normals and return material normal_rg = pack_normal(normal_rg.xyz, normal_rg.a); out_mat.alb_ht = albedo_ht; out_mat.nrm_rg = normal_rg; return; } float blend_weights(float weight, float detail) { weight = smoothstep(0.0, 1.0, weight); weight = sqrt(weight * 0.5); float result = max(0.1 * weight, fma(10.0, (weight + detail), 1.0f - (detail + 10.0))); return result; } void fragment() { // Recover UVs vec2 uv = UV + v_uv_offset; vec2 uv2 = UV2 + v_uv2_offset; // Calculate Terrain Normals. 4 lookups vec3 w_tangent, w_binormal; vec3 w_normal = get_normal(uv2, w_tangent, w_binormal); NORMAL = mat3(VIEW_MATRIX) * w_normal; TANGENT = mat3(VIEW_MATRIX) * w_tangent; BINORMAL = mat3(VIEW_MATRIX) * w_binormal; // Idenfity 4 vertices surrounding this pixel vec2 texel_pos = uv; highp vec2 texel_pos_floor = floor(uv); // Create a cross hatch grid of alternating 0/1 horizontal and vertical stripes 1 unit wide in XY vec4 mirror = vec4(fract(texel_pos_floor * 0.5) * 2.0, 1.0, 1.0); // And the opposite grid in ZW mirror.zw = vec2(1.0) - mirror.xy; // Get the region and control map ID for the vertices ivec3 indexUV[4] = { get_region_uv(texel_pos_floor + mirror.xy), get_region_uv(texel_pos_floor + mirror.xw), get_region_uv(texel_pos_floor + mirror.zy), get_region_uv(texel_pos_floor + mirror.zw) }; // Lookup adjacent vertices. 4 lookups uint control[4] = { texelFetch(_control_maps, indexUV[0], 0).r, texelFetch(_control_maps, indexUV[1], 0).r, texelFetch(_control_maps, indexUV[2], 0).r, texelFetch(_control_maps, indexUV[3], 0).r }; // Get the textures for each vertex. 8-16 lookups (2-4 ea) Material mat[4]; get_material(uv, control[0], indexUV[0], w_normal, mat[0]); get_material(uv, control[1], indexUV[1], w_normal, mat[1]); get_material(uv, control[2], indexUV[2], w_normal, mat[2]); get_material(uv, control[3], indexUV[3], w_normal, mat[3]); // Calculate weight for the pixel position between the vertices // Bilinear interpolation of difference of uv and floor(uv) vec2 weights1 = clamp(texel_pos - texel_pos_floor, 0, 1); weights1 = mix(weights1, vec2(1.0) - weights1, mirror.xy); vec2 weights0 = vec2(1.0) - weights1; // Adjust final weights by texture's height/depth + noise. 1 lookup float noise3 = texture(noise_texture, uv*noise3_scale).r; vec4 weights; weights.x = blend_weights(weights0.x * weights0.y, clamp(mat[0].alb_ht.a + noise3, 0., 1.)); weights.y = blend_weights(weights0.x * weights1.y, clamp(mat[1].alb_ht.a + noise3, 0., 1.)); weights.z = blend_weights(weights1.x * weights0.y, clamp(mat[2].alb_ht.a + noise3, 0., 1.)); weights.w = blend_weights(weights1.x * weights1.y, clamp(mat[3].alb_ht.a + noise3, 0., 1.)); float weight_sum = weights.x + weights.y + weights.z + weights.w; float weight_inv = 1.0 / weight_sum; // Weighted average of albedo & height vec4 albedo_height = weight_inv * ( mat[0].alb_ht * weights.x + mat[1].alb_ht * weights.y + mat[2].alb_ht * weights.z + mat[3].alb_ht * weights.w ); // Weighted average of normal & rough vec4 normal_rough = weight_inv * ( mat[0].nrm_rg * weights.x + mat[1].nrm_rg * weights.y + mat[2].nrm_rg * weights.z + mat[3].nrm_rg * weights.w ); // Determine if we're in a region or not (region_uv.z>0) vec3 region_uv = get_region_uv2(uv2); // Colormap. 1 lookup vec4 color_map = vec4(1., 1., 1., .5); if (region_uv.z >= 0.) { float lod = textureQueryLod(_color_maps, uv2.xy).y; color_map = textureLod(_color_maps, region_uv, lod); } // Macro variation. 2 Lookups float noise1 = texture(noise_texture, rotate(uv*noise1_scale * .1, cos(noise1_angle), sin(noise1_angle)) + noise1_offset).r; float noise2 = texture(noise_texture, uv*noise2_scale * .1).r; vec3 macrov = mix(macro_variation1, vec3(1.), clamp(noise1 + v_vertex_xz_dist * .0002, 0., 1.)); macrov *= mix(macro_variation2, vec3(1.), clamp(noise2 + v_vertex_xz_dist * .0002, 0., 1.)); // Wetness/roughness modifier, converting 0-1 range to -1 to 1 range float roughness = fma(color_map.a - 0.5, 2.0, normal_rough.a); // Apply PBR ALBEDO = albedo_height.rgb * color_map.rgb * macrov; ROUGHNESS = roughness; SPECULAR = 1. - normal_rough.a; NORMAL_MAP = normal_rough.rgb; NORMAL_MAP_DEPTH = 1.0; } "