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@wojtekpil
Last active October 11, 2023 19:14
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Hterrain enhanced shader for detail layers
shader_type spatial;
render_mode cull_disabled, blend_mix,diffuse_burley, specular_schlick_ggx;
uniform sampler2D u_terrain_heightmap;
uniform sampler2D u_terrain_detailmap;
uniform sampler2D u_terrain_normalmap;
uniform sampler2D u_terrain_globalmap : hint_albedo;
uniform mat4 u_terrain_inverse_transform;
uniform mat3 u_terrain_normal_basis;
uniform sampler2D u_albedo_alpha : hint_albedo;
uniform sampler2D u_normalmap: hint_normal;
uniform float u_view_distance = 100.0;
uniform float u_globalmap_tint_bottom : hint_range(0.0, 1.0);
uniform float u_globalmap_tint_top : hint_range(0.0, 1.0);
uniform float u_bottom_ao : hint_range(0.0, 1.0);
uniform vec2 u_ambient_wind; // x: amplitude, y: time
uniform vec3 u_instance_scale = vec3(1.0, 1.0, 1.0);
uniform vec4 u_transmission: hint_color;
uniform sampler2D u_albedo_gradient_color: hint_albedo;
uniform float u_gradient_influence = 0.0;
uniform float u_alpha_scissor = 0.5;
uniform float u_base_roughness = 1.0;
uniform float u_camera_bend_strength = 0.05;
varying vec3 v_normal;
varying vec2 v_map_uv;
float get_hash(vec2 c) {
return fract(sin(dot(c.xy, vec2(12.9898,78.233))) * 43758.5453);
}
vec3 unpack_normal(vec4 rgba) {
vec3 n = rgba.xzy * 2.0 - vec3(1.0);
n.z *= -1.0;
return n;
}
vec3 get_ambient_wind_displacement(vec2 uv, float hash) {
// TODO This is an initial basic implementation. It may be improved in the future, especially for strong wind.
float t = u_ambient_wind.y;
float amp = u_ambient_wind.x * (1.0 - uv.y);
// Main displacement
vec3 disp = amp * vec3(cos(t), 0, sin(t * 1.2));
// Fine displacement
float fine_disp_frequency = 2.0;
disp += 0.2 * amp * vec3(cos(t * (fine_disp_frequency + hash)), 0, sin(t * (fine_disp_frequency + hash) * 1.2));
return disp;
}
void vertex() {
vec4 obj_pos = WORLD_MATRIX * vec4(0, 1, 0, 1);
vec3 cell_coords = (u_terrain_inverse_transform * obj_pos).xyz;
// Must add a half-offset so that we sample the center of pixels,
// otherwise bilinear filtering of the textures will give us mixed results (#183)
cell_coords.xz += vec2(0.5);
vec2 map_uv = cell_coords.xz / vec2(textureSize(u_terrain_heightmap, 0));
v_map_uv = map_uv;
//float density = 0.5 + 0.5 * sin(4.0*TIME); // test
float density = texture(u_terrain_detailmap, map_uv).r;
float hash = get_hash(obj_pos.xz);
if (density > hash) {
// Snap model to the terrain
// Assuming VERTEX is in local model space
float height_v = VERTEX.y;
float height = texture(u_terrain_heightmap, map_uv).r / cell_coords.y;
VERTEX *= u_instance_scale;
VERTEX.y += height;
VERTEX += get_ambient_wind_displacement(UV, hash);
// Fade alpha with distance
vec3 wpos = (WORLD_MATRIX * vec4(VERTEX, 1)).xyz;
float dr = distance(wpos, CAMERA_MATRIX[3].xyz) / u_view_distance;
COLOR.a = clamp(1.0 - dr * dr * dr, 0.0, 1.0);
// The important part
float ndotv = 1.0 - dot(vec3(0.0, 1.0, 0.0), normalize(CAMERA_MATRIX[1].xyz));
wpos.xz += CAMERA_MATRIX[1].xz * ndotv * u_camera_bend_strength * height_v;
// Converting the world pos back to local pos
VERTEX = (inverse(WORLD_MATRIX) * vec4(wpos,1.0)).xyz;
// When using billboards, the normal is the same as the terrain regardless of face orientation
v_normal = normalize(u_terrain_normal_basis * unpack_normal(texture(u_terrain_normalmap, map_uv)));
} else {
// Discard, output degenerate triangles
VERTEX = vec3(0, 0, 0);
}
}
void fragment() {
NORMAL = (INV_CAMERA_MATRIX * (WORLD_MATRIX * vec4(v_normal, 0.0))).xyz;
NORMAL = mix(NORMAL, normalize(vec3(0.33,0.33,0.33)), 0.5);
ALPHA_SCISSOR = u_alpha_scissor;
vec4 col = texture(u_albedo_alpha, UV);
vec4 norm = texture(u_normalmap, UV);
vec4 col2 = texture(u_albedo_gradient_color, vec2(1.0 - UV.y, 0));
ALPHA = col.a * COLOR.a;// - clamp(1.4 - UV.y, 0.0, 1.0);//* 0.5 + 0.5*cos(2.0*TIME);
ALBEDO = mix(COLOR.rgb * col.rgb, COLOR.rgb * col2.rgb, u_gradient_influence);
// Blend with ground color
float nh = sqrt(1.0 - UV.y);
ALBEDO = mix(ALBEDO, texture(u_terrain_globalmap, v_map_uv).rgb, mix(u_globalmap_tint_bottom, u_globalmap_tint_top, nh));
// Fake bottom AO
ALBEDO = ALBEDO * mix(1.0, 1.0 - u_bottom_ao, UV.y * UV.y);
TRANSMISSION = u_transmission.rgb;
ROUGHNESS = mix(0.5, u_base_roughness , pow(UV.y, 0.5));
NORMALMAP = norm.rgb;
NORMALMAP_DEPTH = 1.0;
}
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