grunk/src/shaders/gunkwave.gdshader

66 lines
1.7 KiB
Plaintext

shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx, sss_mode_skin;
uniform vec3 color_1: source_color = vec3(0.0, 0.03, 0.1);
uniform vec3 color_2: source_color = vec3(0.0, 0.1, 0.3);
uniform vec3 emission_color: source_color = vec3(0.25, 0.88, 1.0);
uniform float pixellation = 50.0;
uniform float roughness: hint_range(0.0, 1.0) = 0.15;
uniform float specular_contribution = 0.8;
uniform float emission_strength = 0.05;
// Used ONLY by the gunk, does not affect the gunk mask.
uniform vec2 uv_scale = vec2(1.0);
uniform float time_scale = 1.0;
uniform float edge_bleed = 0.1;
uniform sampler2D gunk_mask;
uniform highp sampler3D gunk_noise;
uniform highp sampler3D gunk_normal_map;
float hardstep(float value) {
float x = clamp(value, 0.0, 1.0);
return 0.5 * tanh( (20.0 * x - 10.0) * inversesqrt(x - x * x) ) + 0.5;
}
void fragment() {
vec2 local_uv = floor(UV * uv_scale * pixellation) / pixellation;
// wave
vec3 uvt = vec3(local_uv.x, local_uv.y, TIME * time_scale);
uvt.x += sin(uvt.y * 1.54 * PI + uvt.z) * cos(uvt.y * 1.31 * PI + uvt.z);
uvt.y += cos(uvt.x * 1.74 * PI + uvt.z) * -sin(uvt.y * 1.64 * PI + uvt.z);
float value = texture(gunk_noise, uvt).r;
vec3 color = mix(color_1, color_2, value);
ALBEDO = color.rgb;
ROUGHNESS = value * roughness;
EMISSION = (1.0 - value) * emission_color * emission_strength;
SPECULAR = 0.5 * inversesqrt(specular_contribution);
NORMAL_MAP = texture(gunk_normal_map, uvt).xyz;
float mask = texture(gunk_mask, UV).r;
// soften edges
NORMAL_MAP *= smoothstep(1.0, 0.0, mask);
/*
// Hard edge
if(mask + edge_bleed < 0.5) {
ALPHA = 1.0;
} else {
ALPHA = 0.0;
}
*/
// Hardish edge
ALPHA = hardstep(1.0 - mask + edge_bleed);
}