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||||
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[deps]
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compress/normal_map=2
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compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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[deps]
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source_file="res://maps/blaze/assets/textures/Ground074_1K-PNG/Ground074_1K-PNG_Displacement.png"
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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After Width: | Height: | Size: 5.6 MiB |
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://dghus3a2kg2fx"
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"vram_texture": true
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}
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[deps]
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|
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source_file="res://maps/blaze/assets/textures/Ground074_1K-PNG/Ground074_1K-PNG_NormalDX.png"
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dest_files=["res://.godot/imported/Ground074_1K-PNG_NormalDX.png-4bc7e2721e1f89ccc5d24aa2d77b2540.bptc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=true
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=2
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
|
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process/normal_map_invert_y=false
|
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process/hdr_as_srgb=false
|
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://yk8or1hydypl"
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}
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[deps]
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source_file="res://maps/blaze/assets/textures/Ground074_1K-PNG/Ground074_1K-PNG_NormalGL.png"
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dest_files=["res://.godot/imported/Ground074_1K-PNG_NormalGL.png-2a281104853dd52db69981ba1c6c5dfd.s3tc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
|
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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|
After Width: | Height: | Size: 636 KiB |
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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}
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[deps]
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|
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source_file="res://maps/blaze/assets/textures/Ground074_1K-PNG/Ground074_1K-PNG_Roughness.png"
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dest_files=["res://.godot/imported/Ground074_1K-PNG_Roughness.png-e1c4777c6100b98d74813237f1c08372.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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89
maps/blaze/blaze.tscn
Normal file
|
|
@ -0,0 +1,89 @@
|
|||
[gd_scene load_steps=15 format=3 uid="uid://rqirbdfmt2g6"]
|
||||
|
||||
[ext_resource type="Terrain3DStorage" uid="uid://ba71qjh77d5xe" path="res://maps/blaze/resources/storage.res" id="1_c5mnl"]
|
||||
[ext_resource type="Script" path="res://maps/map.gd" id="1_mnbe8"]
|
||||
[ext_resource type="Terrain3DMaterial" uid="uid://by5l8p52isb5w" path="res://maps/blaze/resources/material.tres" id="2_swjtx"]
|
||||
[ext_resource type="Texture2D" uid="uid://cyw6oism6152n" path="res://maps/blaze/assets/textures/Ground074_1K-PNG/Ground074_1K-PNG_Color.png" id="4_g7p33"]
|
||||
[ext_resource type="Texture2D" uid="uid://b3hocnuaq1y5g" path="res://maps/blaze/assets/textures/Ground068_1K-PNG/Ground068_1K-PNG_Color.png" id="5_ako74"]
|
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[ext_resource type="Texture2D" uid="uid://c43blkvrhgves" path="res://maps/blaze/assets/textures/Ground068_1K-PNG/Ground068_1K-PNG_NormalDX.png" id="6_7no1c"]
|
||||
|
||||
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_8mbvu"]
|
||||
sky_top_color = Color(0, 0.584314, 0.670588, 1)
|
||||
sky_horizon_color = Color(0.819608, 0.592157, 0.556863, 1)
|
||||
sky_curve = 0.235375
|
||||
ground_bottom_color = Color(0.819608, 0.592157, 0.556863, 1)
|
||||
ground_horizon_color = Color(0.819608, 0.592157, 0.556863, 1)
|
||||
|
||||
[sub_resource type="Sky" id="Sky_mobku"]
|
||||
sky_material = SubResource("ProceduralSkyMaterial_8mbvu")
|
||||
|
||||
[sub_resource type="Environment" id="Environment_3veb0"]
|
||||
background_mode = 2
|
||||
sky = SubResource("Sky_mobku")
|
||||
ambient_light_color = Color(0.5, 0.4, 0, 1)
|
||||
ambient_light_sky_contribution = 0.75
|
||||
ambient_light_energy = 2.0
|
||||
tonemap_mode = 3
|
||||
ssr_enabled = true
|
||||
fog_enabled = true
|
||||
fog_density = 0.0001
|
||||
fog_aerial_perspective = 1.0
|
||||
fog_height = 39.86
|
||||
fog_height_density = 0.005
|
||||
volumetric_fog_density = 0.005
|
||||
adjustment_brightness = 0.85
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_g0h3m"]
|
||||
cull_mode = 2
|
||||
vertex_color_use_as_albedo = true
|
||||
backlight_enabled = true
|
||||
backlight = Color(0.5, 0.5, 0.5, 1)
|
||||
|
||||
[sub_resource type="Terrain3DMeshAsset" id="Terrain3DMeshAsset_rwwg2"]
|
||||
height_offset = 0.5
|
||||
density = 10.0
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||||
material_override = SubResource("StandardMaterial3D_g0h3m")
|
||||
generated_type = 1
|
||||
|
||||
[sub_resource type="Terrain3DTextureAsset" id="Terrain3DTextureAsset_ukab7"]
|
||||
name = "Rock"
|
||||
albedo_color = Color(0.898039, 0.760784, 0.905882, 1)
|
||||
albedo_texture = ExtResource("4_g7p33")
|
||||
normal_texture = ExtResource("6_7no1c")
|
||||
|
||||
[sub_resource type="Terrain3DTextureAsset" id="Terrain3DTextureAsset_wpn65"]
|
||||
name = "Ground"
|
||||
id = 1
|
||||
albedo_color = Color(0.882353, 0.764706, 0.87451, 1)
|
||||
albedo_texture = ExtResource("5_ako74")
|
||||
normal_texture = ExtResource("6_7no1c")
|
||||
|
||||
[sub_resource type="Terrain3DAssets" id="Terrain3DAssets_rej0g"]
|
||||
mesh_list = Array[Terrain3DMeshAsset]([SubResource("Terrain3DMeshAsset_rwwg2")])
|
||||
texture_list = Array[Terrain3DTextureAsset]([SubResource("Terrain3DTextureAsset_ukab7"), SubResource("Terrain3DTextureAsset_wpn65")])
|
||||
|
||||
[node name="Blaze" type="Node3D" node_paths=PackedStringArray("players", "objectives")]
|
||||
script = ExtResource("1_mnbe8")
|
||||
players = [NodePath("Spawns/PlayerSpawn")]
|
||||
objectives = [NodePath("Spawns/NeutralObjectiveSpawn")]
|
||||
|
||||
[node name="Sunlight" type="DirectionalLight3D" parent="."]
|
||||
transform = Transform3D(0.204973, 0.153214, -0.966701, 0.88677, 0.388975, 0.249674, 0.414276, -0.908418, -0.0561367, 0, 0, 0)
|
||||
shadow_enabled = true
|
||||
|
||||
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
|
||||
environment = SubResource("Environment_3veb0")
|
||||
|
||||
[node name="Terrain3D" type="Terrain3D" parent="."]
|
||||
storage = ExtResource("1_c5mnl")
|
||||
material = ExtResource("2_swjtx")
|
||||
assets = SubResource("Terrain3DAssets_rej0g")
|
||||
collision_layer = 2147483649
|
||||
|
||||
[node name="Spawns" type="Node" parent="."]
|
||||
|
||||
[node name="PlayerSpawn" type="Node3D" parent="Spawns"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 84.3897, 0)
|
||||
|
||||
[node name="NeutralObjectiveSpawn" type="Node3D" parent="Spawns"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -383.22, 116.253, -62.8721)
|
||||
623
maps/blaze/resources/material.tres
Normal file
|
|
@ -0,0 +1,623 @@
|
|||
[gd_resource type="Terrain3DMaterial" load_steps=5 format=3 uid="uid://by5l8p52isb5w"]
|
||||
|
||||
[sub_resource type="Gradient" id="Gradient_b6eo8"]
|
||||
offsets = PackedFloat32Array(0.2, 1)
|
||||
colors = PackedColorArray(1, 1, 1, 1, 0, 0, 0, 1)
|
||||
|
||||
[sub_resource type="FastNoiseLite" id="FastNoiseLite_mcady"]
|
||||
noise_type = 2
|
||||
frequency = 0.03
|
||||
cellular_jitter = 3.0
|
||||
cellular_return_type = 0
|
||||
domain_warp_enabled = true
|
||||
domain_warp_type = 1
|
||||
domain_warp_amplitude = 50.0
|
||||
domain_warp_fractal_type = 2
|
||||
domain_warp_fractal_lacunarity = 1.5
|
||||
domain_warp_fractal_gain = 1.0
|
||||
|
||||
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_r2cfv"]
|
||||
seamless = true
|
||||
seamless_blend_skirt = 1.0
|
||||
color_ramp = SubResource("Gradient_b6eo8")
|
||||
noise = SubResource("FastNoiseLite_mcady")
|
||||
|
||||
[sub_resource type="Shader" id="Shader_ypt1p"]
|
||||
code = "shader_type spatial;
|
||||
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
|
||||
|
||||
/* 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 _mesh_vertex_spacing = 1.0;
|
||||
uniform float _mesh_vertex_density = 1.0; // = 1/_mesh_vertex_spacing
|
||||
uniform int _region_map_size = 16;
|
||||
uniform int _region_map[256];
|
||||
uniform vec2 _region_offsets[256];
|
||||
uniform sampler2DArray _height_maps : repeat_disable;
|
||||
uniform usampler2DArray _control_maps : repeat_disable;
|
||||
uniform sampler2DArray _color_maps : source_color, filter_linear_mipmap_anisotropic, repeat_disable;
|
||||
uniform sampler2DArray _texture_array_albedo : source_color, filter_linear_mipmap_anisotropic, repeat_enable;
|
||||
uniform sampler2DArray _texture_array_normal : hint_normal, filter_linear_mipmap_anisotropic, repeat_enable;
|
||||
uniform sampler2D noise_texture : source_color, filter_linear_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 int dual_scale_texture : hint_range(0,31) = 0;
|
||||
uniform float dual_scale_reduction : hint_range(0.001,1) = 0.3;
|
||||
uniform float tri_scale_reduction : hint_range(0.001,1) = 0.3;
|
||||
uniform float dual_scale_far : hint_range(0,1000) = 170.0;
|
||||
uniform float dual_scale_near : hint_range(0,1000) = 100.0;
|
||||
|
||||
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(vec2 uv) {
|
||||
uv *= _region_texel_size;
|
||||
ivec2 pos = ivec2(floor(uv)) + (_region_map_size / 2);
|
||||
int bounds = int(pos.x >= 0 && pos.x < _region_map_size && pos.y >= 0 && pos.y < _region_map_size);
|
||||
int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1;
|
||||
return ivec3(ivec2((uv - _region_offsets[layer_index]) * _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(vec2 uv) {
|
||||
// Vertex function added half a texel to UV2, to center the UV's. vertex(), fragment() and get_height()
|
||||
// call this with reclaimed versions of UV2, so to keep the last row/column within the correct
|
||||
// window, take back the half pixel before the floor().
|
||||
ivec2 pos = ivec2(floor(uv - vec2(_region_texel_size * 0.5))) + (_region_map_size / 2);
|
||||
int bounds = int(pos.x >= 0 && pos.x < _region_map_size && pos.y >= 0 && pos.y < _region_map_size);
|
||||
int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1;
|
||||
// The return value is still texel-centered.
|
||||
return vec3(uv - _region_offsets[layer_index], float(layer_index));
|
||||
}
|
||||
|
||||
// World Noise
|
||||
|
||||
uniform sampler2D _region_blend_map : hint_default_black, filter_linear, repeat_disable;
|
||||
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);
|
||||
uniform float world_noise_blend_near : hint_range(0, .95, 0.01) = 0.5;
|
||||
uniform float world_noise_blend_far : hint_range(.05, 1, 0.01) = 1.0;
|
||||
|
||||
float hashf(float f) {
|
||||
return fract(sin(f) * 1e4);
|
||||
}
|
||||
|
||||
float hashv2(vec2 v) {
|
||||
return fract(1e4 * sin(17.0 * v.x + v.y * 0.1) * (0.1 + abs(sin(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;
|
||||
}
|
||||
|
||||
// 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) {
|
||||
float weight = texture(_region_blend_map, (uv / float(_region_map_size)) + 0.5).r;
|
||||
float rmap_half_size = float(_region_map_size) * .5;
|
||||
if (abs(uv.x) > rmap_half_size + .5 || abs(uv.y) > rmap_half_size + .5) {
|
||||
weight = 0.;
|
||||
} else {
|
||||
if (abs(uv.x) > rmap_half_size - .5) {
|
||||
weight = mix(weight, 0., abs(uv.x) - (rmap_half_size-.5));
|
||||
}
|
||||
if (abs(uv.y) > rmap_half_size - .5) {
|
||||
weight = mix(weight, 0., abs(uv.y) - (rmap_half_size-.5));
|
||||
}
|
||||
}
|
||||
height = mix(height, world_noise((uv + world_noise_offset.xz) * world_noise_scale * .1) *
|
||||
world_noise_height * 10. + world_noise_offset.y * 100.,
|
||||
clamp(smoothstep(world_noise_blend_near, world_noise_blend_far, 1.0 - weight), 0.0, 1.0));
|
||||
}
|
||||
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 * _mesh_vertex_density);
|
||||
|
||||
// UV coordinates in region space + texel offset. Values are 0 to 1 within regions
|
||||
UV2 = (UV + 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 && 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)),
|
||||
_mesh_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 * _mesh_vertex_density;
|
||||
UV -= v_uv_offset;
|
||||
v_uv2_offset = v_uv_offset * _region_texel_size;
|
||||
UV2 -= v_uv2_offset;
|
||||
}
|
||||
|
||||
////////////////////////
|
||||
// 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) {
|
||||
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, _mesh_vertex_spacing, v));
|
||||
}
|
||||
tangent = cross(normal, vec3(0, 0, 1));
|
||||
binormal = cross(normal, tangent);
|
||||
return normal;
|
||||
}
|
||||
|
||||
vec3 unpack_normal(vec4 rgba) {
|
||||
vec3 n = rgba.xzy * 2.0 - vec3(1.0);
|
||||
n.z *= -1.0;
|
||||
return n;
|
||||
}
|
||||
|
||||
vec4 pack_normal(vec3 n, float a) {
|
||||
n.z *= -1.0;
|
||||
return vec4((n.xzy + vec3(1.0)) * 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(cosa * v.x - sina * v.y, 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 = (random(uv_center) - 0.5) * 2.0 * 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 += PI * 0.5;
|
||||
float new_y = dot(vec2(cos(angle), sin(angle)), normal);
|
||||
angle -= PI * 0.5;
|
||||
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_offsets[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;
|
||||
|
||||
// If dual scaling, apply to base texture
|
||||
if(region < 0) {
|
||||
mat_scale *= tri_scale_reduction;
|
||||
}
|
||||
//each time we change scale, recalculate antitiling from baseline to maintain continuity.
|
||||
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);
|
||||
|
||||
if(out_mat.base == dual_scale_texture || out_mat.over == dual_scale_texture) {
|
||||
mat_scale *= dual_scale_reduction;
|
||||
ddx1 *= dual_scale_reduction;
|
||||
ddy1 *= dual_scale_reduction;
|
||||
float dual_scale_normal = uv_rotation; //do not add near & far rotations
|
||||
// Do not apply detiling if tri-scale reduction occurs.
|
||||
matUV = region < 0 ? base_uv * mat_scale : detiling(base_uv * mat_scale, uv_center * mat_scale, dual_scale_texture, dual_scale_normal);
|
||||
albedo_far = textureGrad(_texture_array_albedo, vec3(matUV, float(dual_scale_texture)), ddx1, ddy1);
|
||||
normal_far = textureGrad(_texture_array_normal, vec3(matUV, float(dual_scale_texture)), ddx1, ddy1);
|
||||
|
||||
// Unpack & rotate dual scale normal for blending
|
||||
normal_far.xz = unpack_normal(normal_far).xz;
|
||||
normal_far.xz = rotate_normal(normal_far.xz, dual_scale_normal);
|
||||
}
|
||||
|
||||
float far_factor = clamp(smoothstep(dual_scale_near, dual_scale_far, length(v_vertex - v_camera_pos)), 0.0, 1.0);
|
||||
if(out_mat.base == dual_scale_texture) {
|
||||
albedo_ht = mix(albedo_ht, albedo_far, far_factor);
|
||||
normal_rg = mix(normal_rg, normal_far, far_factor);
|
||||
}
|
||||
|
||||
// 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);
|
||||
|
||||
// If dual scaling, apply to overlay texture
|
||||
if(out_mat.over == dual_scale_texture) {
|
||||
albedo_ht2 = mix(albedo_ht2, albedo_far, far_factor);
|
||||
normal_rg2 = mix(normal_rg2, normal_far, far_factor);
|
||||
}
|
||||
|
||||
// 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, 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]);
|
||||
|
||||
// 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.));
|
||||
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
// 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;
|
||||
|
||||
}
|
||||
"
|
||||
|
||||
[resource]
|
||||
_shader_parameters = {
|
||||
"auto_base_texture": 0,
|
||||
"auto_height_reduction": 0.15,
|
||||
"auto_overlay_texture": 1,
|
||||
"auto_slope": 1.25,
|
||||
"blend_sharpness": 0.7,
|
||||
"dual_scale_far": 170.0,
|
||||
"dual_scale_near": 100.0,
|
||||
"dual_scale_reduction": 0.2,
|
||||
"dual_scale_texture": 1,
|
||||
"height_blending": true,
|
||||
"macro_variation1": Color(0.8, 1, 0.8, 1),
|
||||
"macro_variation2": Color(0.6, 0.75, 0.6, 1),
|
||||
"noise1_angle": 0.0,
|
||||
"noise1_offset": Vector2(0.5, 0.5),
|
||||
"noise1_scale": 0.165,
|
||||
"noise2_scale": 0.076,
|
||||
"noise3_scale": 0.225,
|
||||
"noise_texture": SubResource("NoiseTexture2D_r2cfv"),
|
||||
"tri_scale_reduction": 0.125,
|
||||
"vertex_normals_distance": 128.0,
|
||||
"world_noise_blend_far": 1.0,
|
||||
"world_noise_blend_near": 0.5,
|
||||
"world_noise_height": 24.0,
|
||||
"world_noise_lod_distance": 7500.0,
|
||||
"world_noise_max_octaves": 4,
|
||||
"world_noise_min_octaves": 2,
|
||||
"world_noise_offset": Vector3(0, 0, 0),
|
||||
"world_noise_scale": 16.0
|
||||
}
|
||||
world_background = 2
|
||||
auto_shader = true
|
||||
dual_scaling = true
|
||||
shader_override_enabled = true
|
||||
shader_override = SubResource("Shader_ypt1p")
|
||||
BIN
maps/blaze/resources/storage.res
Normal file
23
maps/blaze/resources/textures.tres
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
[gd_resource type="Terrain3DTextureList" load_steps=7 format=3 uid="uid://cagob7oo8lyew"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://cyw6oism6152n" path="res://maps/blaze/assets/textures/Ground074_1K-PNG/Ground074_1K-PNG_Color.png" id="1_fwk7q"]
|
||||
[ext_resource type="Texture2D" uid="uid://cr3i366ttq5ac" path="res://maps/blaze/assets/textures/Rock035_1K-PNG/Rock035_1K-PNG_NormalGL.png" id="2_hi28g"]
|
||||
[ext_resource type="Texture2D" uid="uid://cngjywcua4vv8" path="res://maps/desert/assets/textures/ground054_alb_ht.png" id="3_08gvu"]
|
||||
[ext_resource type="Texture2D" uid="uid://cbk7l6hs0yrcc" path="res://maps/desert/assets/textures/ground054_nrm_rgh.png" id="4_52t6p"]
|
||||
|
||||
[sub_resource type="Terrain3DTexture" id="Terrain3DTexture_wue72"]
|
||||
name = "Rock"
|
||||
albedo_texture = ExtResource("1_fwk7q")
|
||||
normal_texture = ExtResource("2_hi28g")
|
||||
uv_scale = 0.05
|
||||
|
||||
[sub_resource type="Terrain3DTexture" id="Terrain3DTexture_dkh73"]
|
||||
name = "Sand"
|
||||
texture_id = 1
|
||||
albedo_color = Color(0.792157, 0.72549, 0.694118, 1)
|
||||
albedo_texture = ExtResource("3_08gvu")
|
||||
normal_texture = ExtResource("4_52t6p")
|
||||
uv_scale = 0.15
|
||||
|
||||
[resource]
|
||||
textures = Array[Terrain3DTexture]([SubResource("Terrain3DTexture_wue72"), SubResource("Terrain3DTexture_dkh73")])
|
||||