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109
addons/terrain_3d/extras/minimum.gdshader
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109
addons/terrain_3d/extras/minimum.gdshader
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// This shader is the minimum needed to allow the terrain to function.
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shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
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// Private uniforms
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uniform float _region_size = 1024.0;
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uniform float _region_texel_size = 0.0009765625; // = 1/1024
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uniform float _mesh_vertex_spacing = 1.0;
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uniform float _mesh_vertex_density = 1.0; // = 1/_mesh_vertex_spacing
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uniform int _region_map_size = 16;
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uniform int _region_map[256];
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uniform vec2 _region_offsets[256];
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uniform sampler2DArray _height_maps : repeat_disable;
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varying vec3 v_vertex; // World coordinate vertex location
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////////////////////////
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// Vertex
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////////////////////////
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// Takes in UV world space coordinates, returns ivec3 with:
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// XY: (0 to _region_size) coordinates within a region
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// Z: layer index used for texturearrays, -1 if not in a region
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ivec3 get_region_uv(vec2 uv) {
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uv *= _region_texel_size;
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ivec2 pos = ivec2(floor(uv)) + (_region_map_size / 2);
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int bounds = int(pos.x>=0 && pos.x<_region_map_size && pos.y>=0 && pos.y<_region_map_size);
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int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1;
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return ivec3(ivec2((uv - _region_offsets[layer_index]) * _region_size), layer_index);
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}
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// Takes in UV2 region space coordinates, returns vec3 with:
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// XY: (0 to 1) coordinates within a region
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// Z: layer index used for texturearrays, -1 if not in a region
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vec3 get_region_uv2(vec2 uv) {
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ivec2 pos = ivec2(floor(uv)) + (_region_map_size / 2);
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int bounds = int(pos.x>=0 && pos.x<_region_map_size && pos.y>=0 && pos.y<_region_map_size);
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int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1;
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return vec3(uv - _region_offsets[layer_index], float(layer_index));
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}
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float get_height(vec2 uv) {
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highp float height = 0.0;
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vec3 region = get_region_uv2(uv);
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if (region.z >= 0.) {
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height = texture(_height_maps, region).r;
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}
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return height;
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}
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void vertex() {
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// Get vertex of flat plane in world coordinates and set world UV
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v_vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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// UV coordinates in world space. Values are 0 to _region_size within regions
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UV = round(v_vertex.xz * _mesh_vertex_density);
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// UV coordinates in region space + texel offset. Values are 0 to 1 within regions
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UV2 = (UV + vec2(0.5)) * _region_texel_size;
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// Get final vertex location and save it
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VERTEX.y = get_height(UV2);
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v_vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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}
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////////////////////////
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// Fragment
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////////////////////////
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vec3 get_normal(vec2 uv, out vec3 tangent, out vec3 binormal) {
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// Get the height of the current vertex
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float height = get_height(uv);
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// Get the heights to the right and in front, but because of hardware
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// interpolation on the edges of the heightmaps, the values are off
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// causing the normal map to look weird. So, near the edges of the map
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// get the heights to the left or behind instead. Hacky solution that
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// reduces the artifact, but doesn't fix it entirely. See #185.
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float u, v;
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if(mod(uv.y*_region_size, _region_size) > _region_size-2.) {
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v = get_height(uv + vec2(0, -_region_texel_size)) - height;
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} else {
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v = height - get_height(uv + vec2(0, _region_texel_size));
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}
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if(mod(uv.x*_region_size, _region_size) > _region_size-2.) {
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u = get_height(uv + vec2(-_region_texel_size, 0)) - height;
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} else {
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u = height - get_height(uv + vec2(_region_texel_size, 0));
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}
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vec3 normal = vec3(u, _mesh_vertex_spacing, v);
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normal = normalize(normal);
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tangent = cross(normal, vec3(0, 0, 1));
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binormal = cross(normal, tangent);
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return normal;
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}
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void fragment() {
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// Calculate Terrain Normals
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vec3 w_tangent, w_binormal;
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vec3 w_normal = get_normal(UV2, w_tangent, w_binormal);
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NORMAL = mat3(VIEW_MATRIX) * w_normal;
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TANGENT = mat3(VIEW_MATRIX) * w_tangent;
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BINORMAL = mat3(VIEW_MATRIX) * w_binormal;
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// Apply PBR
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ALBEDO=vec3(.2);
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}
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83
addons/terrain_3d/extras/project_on_terrain3d.gd
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83
addons/terrain_3d/extras/project_on_terrain3d.gd
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# This script is an addon for HungryProton's Scatter https://github.com/HungryProton/scatter
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# It allows Scatter to detect the terrain height from Terrain3D
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# Copy this file into /addons/proton_scatter/src/modifiers
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# Then uncomment everything below
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# In the editor, add this modifier, then set your Terrain3D node
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#@tool
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#extends "base_modifier.gd"
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#
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#
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#signal projection_completed
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#
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#
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#@export var terrain_node : NodePath
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#@export var align_with_collision_normal := false
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#
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#var _terrain: Terrain3D
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#
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#
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#func _init() -> void:
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# display_name = "Project On Terrain3D"
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# category = "Edit"
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# can_restrict_height = false
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# global_reference_frame_available = true
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# local_reference_frame_available = true
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# individual_instances_reference_frame_available = true
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# use_global_space_by_default()
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#
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# documentation.add_paragraph(
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# "This is a duplicate of `Project on Colliders` that queries the terrain system
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# for height and sets the transform height appropriately.
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#
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# This modifier must have terrain_node set to a Terrain3D node.")
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#
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# var p := documentation.add_parameter("Terrain Node")
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# p.set_type("NodePath")
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# p.set_description("Set your Terrain3D node.")
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#
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# p = documentation.add_parameter("Align with collision normal")
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# p.set_type("bool")
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# p.set_description(
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# "Rotate the transform to align it with the collision normal in case
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# the ray cast hit a collider.")
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#
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#
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#func _process_transforms(transforms, domain, _seed) -> void:
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# if transforms.is_empty():
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# return
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#
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# if terrain_node:
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# _terrain = domain.get_root().get_node_or_null(terrain_node)
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#
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# if not _terrain:
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# warning += """No Terrain3D node found"""
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# return
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#
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# if not _terrain.storage:
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# warning += """Terrain3D storage is not initialized"""
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# return
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#
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# # Get global transform
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# var gt: Transform3D = domain.get_global_transform()
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# var gt_inverse: Transform3D = gt.affine_inverse()
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# for i in transforms.list.size():
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# var location: Vector3 = (gt * transforms.list[i]).origin
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# var height: float = _terrain.storage.get_height(location)
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# var normal: Vector3 = _terrain.storage.get_normal(location)
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#
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# if align_with_collision_normal:
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# transforms.list[i].basis.y = normal
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# transforms.list[i].basis.x = -transforms.list[i].basis.z.cross(normal)
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# transforms.list[i].basis = transforms.list[i].basis.orthonormalized()
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#
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# transforms.list[i].origin.y = height - gt.origin.y
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#
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# if transforms.is_empty():
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# warning += """Every point has been removed. Possible reasons include: \n
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# + No collider is close enough to the shapes.
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# + Ray length is too short.
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# + Ray direction is incorrect.
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# + Collision mask is not set properly.
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# + Max slope is too low.
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# """
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