jetpack stuttering, physics updates, deps upgrades

This commit is contained in:
anyreso 2024-11-06 14:24:28 +00:00
parent 36168ed18c
commit bbf551f3fa
101 changed files with 2302 additions and 1740 deletions

View file

@ -1,4 +1,4 @@
[gd_resource type="Terrain3DMaterial" load_steps=5 format=3 uid="uid://by5l8p52isb5w"]
[gd_resource type="Terrain3DMaterial" load_steps=4 format=3 uid="uid://by5l8p52isb5w"]
[sub_resource type="Gradient" id="Gradient_b6eo8"]
offsets = PackedFloat32Array(0.2, 1)
@ -22,602 +22,37 @@ 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_height_reduction": 0.0,
"auto_overlay_texture": 1,
"auto_slope": 1.25,
"blend_sharpness": 0.7,
"dual_scale_far": 170.0,
"auto_slope": 1.0,
"blend_sharpness": 0.5,
"dual_scale_far": 200.0,
"dual_scale_near": 100.0,
"dual_scale_reduction": 0.2,
"dual_scale_reduction": 0.3,
"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),
"macro_variation1": Color(1, 1, 1, 1),
"macro_variation2": Color(1, 1, 1, 1),
"noise1_angle": 0.0,
"noise1_offset": Vector2(0.5, 0.5),
"noise1_scale": 0.165,
"noise1_scale": 0.04,
"noise2_scale": 0.076,
"noise3_scale": 0.225,
"noise_texture": SubResource("NoiseTexture2D_r2cfv"),
"tri_scale_reduction": 0.125,
"tri_scale_reduction": 0.3,
"vertex_normals_distance": 128.0,
"world_noise_blend_far": 1.0,
"world_noise_blend_near": 0.5,
"world_noise_height": 24.0,
"world_noise_height": 12.0,
"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_region_blend": 0.05,
"world_noise_scale": 16.0
}
world_background = 2
texture_filtering = 1
auto_shader = true
dual_scaling = true
shader_override_enabled = true
shader_override = SubResource("Shader_ypt1p")

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