shader_type spatial; render_mode blend_mix, depth_draw_never, cull_disabled; // Snow globals global uniform float global_snow_start_time = -1.0; global uniform float global_snow_accumulation_speed = 0.005; global uniform float global_snow_melt_time = -1.0; global uniform float global_snow_melt_speed = 0.1; global uniform float global_snow_amount = 0.0; global uniform vec4 global_snow_color; uniform float snow_edge_softness : hint_range(0.01, 0.5) = 0.15; uniform float snow_color_variation : hint_range(0.0, 0.15) = 0.05; // Rain wetness parameters global uniform float global_rain_intensity; global uniform float global_rain_puddle_amount; uniform float ripple_scale : hint_range(0.1, 5.0) = 1.5; uniform float ripple_speed : hint_range(0.5, 5.0) = 2.0; uniform float ripple_layers : hint_range(1.0, 4.0) = 3.0; uniform float streak_scale : hint_range(0.1, 5.0) = 2.0; uniform float streak_speed : hint_range(0.1, 3.0) = 0.8; uniform float wetness_darkening : hint_range(0.0, 0.5) = 0.25; uniform float wet_roughness : hint_range(0.0, 0.3) = 0.05; uniform float rain_normal_strength : hint_range(0.0, 1.0) = 0.4; uniform float puddle_noise_scale : hint_range(0.01, 0.5) = 0.08; uniform float puddle_threshold : hint_range(0.0, 0.8) = 0.45; uniform sampler2D noise_texture : filter_linear_mipmap, repeat_enable; float ripple_ring(vec2 uv, float time_offset) { float d = length(uv); float ring = sin(d * 30.0 - TIME * ripple_speed + time_offset) * 0.5 + 0.5; float fade = smoothstep(0.5, 0.0, d); return ring * fade; } float get_snow_progress() { float snow_progress = clamp(global_snow_amount, 0.0, 1.0); if (global_snow_start_time >= 0.0) { float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0); snow_progress = max(snow_progress, timed_progress); } if (global_snow_melt_time >= 0.0) { float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0); snow_progress = min(snow_progress, 1.0 - melt); } return snow_progress; } void fragment() { vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz; // Plain shader: assume surface faces up (flat quads/planes) float facing_up = 1.0; // Snow accumulation float snow_amount = get_snow_progress(); // Plain surfaces fade in uniformly to avoid patchy strip-like accumulation. float snow_mask = smoothstep(0.0, 1.0, snow_amount); snow_mask *= step(0.01, snow_amount); // Snow color with slight variation float shade = fract(sin(dot(UV, vec2(12.9898, 78.233))) * 43758.5453); shade = mix(-snow_color_variation, snow_color_variation, shade); vec3 snow_albedo = clamp(global_snow_color.rgb + vec3(shade), 0.0, 1.0); // Rain float rain_int = clamp(global_rain_intensity, 0.0, 1.0); float rain_factor = 0.0; vec3 rain_albedo = vec3(0.0); float rain_rough = wet_roughness; float rain_metallic = 0.0; vec3 rain_normal = vec3(0.5, 0.5, 1.0); if (rain_int > 0.01) { // Ripples on surface float ripple = 0.0; for (float i = 0.0; i < ripple_layers; i += 1.0) { float phase = i * 2.17; vec2 cell_offset = vec2( texture(noise_texture, world_pos.xz * ripple_scale * 0.3 + vec2(phase)).r, texture(noise_texture, world_pos.xz * ripple_scale * 0.3 + vec2(0.0, phase)).r ); vec2 ripple_uv = fract(world_pos.xz * ripple_scale + cell_offset) - 0.5; ripple += ripple_ring(ripple_uv, phase * 3.7); } ripple /= ripple_layers; float effect = ripple * rain_int; float darkness = wetness_darkening * rain_int; vec2 normal_offset = vec2(dFdx(effect), dFdy(effect)) * rain_normal_strength; rain_normal = vec3(normal_offset.x + 0.5, normal_offset.y + 0.5, 1.0); rain_albedo = vec3(0.05, 0.05, 0.06); rain_metallic = 0.15 * rain_int; rain_factor = darkness + effect * 0.15; } // Puddles float puddle_factor = 0.0; float puddle_amt = clamp(global_rain_puddle_amount, 0.0, 1.0); if (puddle_amt > 0.01) { // Large-scale distribution: sparse zones where puddles can form float distribution = texture(noise_texture, world_pos.xz * puddle_noise_scale * 0.15 + vec2(13.7, 7.3)).r; float sparse_mask = smoothstep(0.55 - puddle_amt * 0.3, 0.35 - puddle_amt * 0.2, distribution); // Multi-scale noise for organic puddle shapes float n1 = texture(noise_texture, world_pos.xz * puddle_noise_scale).r; float n2 = texture(noise_texture, world_pos.xz * puddle_noise_scale * 2.7 + vec2(5.7, 3.1)).r; float n3 = texture(noise_texture, world_pos.xz * puddle_noise_scale * 5.3 + vec2(11.2, 8.9)).r; float puddle_noise = n1 * 0.5 + n2 * 0.3 + n3 * 0.2; // Puddles expand as puddle_amount increases float threshold = puddle_threshold + (1.0 - puddle_amt) * 0.35; float puddle_shape = smoothstep(threshold, threshold - 0.08, puddle_noise); puddle_factor = puddle_shape * sparse_mask * puddle_amt; // Ripples inside puddles if (puddle_factor > 0.1 && rain_int > 0.01) { float puddle_ripple = 0.0; for (float i = 0.0; i < 2.0; i += 1.0) { float phase = i * 3.14; vec2 r_uv = fract(world_pos.xz * ripple_scale * 0.8 + vec2(phase * 0.7)) - 0.5; puddle_ripple += ripple_ring(r_uv, phase * 2.3); } puddle_ripple *= 0.5 * rain_int; vec2 p_normal_offset = vec2(dFdx(puddle_ripple), dFdy(puddle_ripple)) * 0.6; rain_normal = vec3(p_normal_offset.x + 0.5, p_normal_offset.y + 0.5, 1.0); } } // Combine // Puddles override rain when stronger if (puddle_factor > rain_factor) { rain_albedo = vec3(0.01, 0.01, 0.02); rain_rough = 0.02; rain_metallic = 0.5 * puddle_amt; rain_factor = puddle_factor; } if (snow_mask > rain_factor) { ALBEDO = snow_albedo; ROUGHNESS = 0.15; METALLIC = 0.0; ALPHA = snow_mask; } else if (rain_factor > 0.01) { ALBEDO = rain_albedo; ROUGHNESS = rain_rough; METALLIC = rain_metallic; NORMAL_MAP = rain_normal; ALPHA = rain_factor; } else { ALPHA = 0.0; } }