add snow management for materials
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@@ -1,19 +1,30 @@
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shader_type spatial;
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render_mode blend_mix, depth_draw_opaque;
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render_mode blend_mix, depth_draw_never;
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global uniform float global_snow_amount;
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uniform vec4 snow_color : source_color = vec4(0.95, 0.98, 1.0, 1.0);
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global uniform float global_snow_start_time = -1.0;
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global uniform float global_snow_accumulation_speed = 0.1;
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global uniform float global_snow_melt_time = -1.0;
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global uniform float global_snow_melt_speed = 0.1;
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global uniform float global_snow_threshold = 0.5;
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global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0);
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void fragment() {
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vec3 world_normal = (INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
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float up_dot = dot(world_normal, vec3(0.0, 1.0, 0.0));
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float snow_mask = smoothstep(1.0 - global_snow_amount, 1.1 - global_snow_amount, up_dot);
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snow_mask *= step(0.01, global_snow_amount);
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float snow_amount = 0.0;
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if (global_snow_start_time >= 0.0) {
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snow_amount = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
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}
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ALBEDO = snow_color.rgb;
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ALPHA = snow_mask;
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ROUGHNESS = 0.3;
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SPECULAR = 0.5;
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}
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if (global_snow_melt_time >= 0.0) {
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float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
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snow_amount = snow_amount * (1.0 - melt);
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}
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vec3 world_normal = (INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
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float facing_up = clamp(world_normal.y, 0.0, 1.0);
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float snow_factor = smoothstep(global_snow_threshold, 1.0, facing_up) * snow_amount;
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ALBEDO = global_snow_color.rgb;
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ROUGHNESS = 0.15;
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METALLIC = 0.0;
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ALPHA = snow_factor;
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}
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