shader_type spatial; render_mode blend_mix, depth_draw_always; global uniform float global_rain_intensity; global uniform vec4 global_water_color = vec4(0.285, 0.534, 0.487, 1.0); //Water color uniform vec4 deep_water_color : source_color = vec4(0.0, 0.1, 0.2, 1.0); uniform vec4 shallow_water_color : source_color = vec4(0.0, 0.4, 0.7, 1.0); uniform float beer_law_factor : hint_range(0.0, 10.0) = 5.0; group_uniforms Fake_Reflection_Proximity; uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap; uniform float reflection_strength : hint_range(0.0, 1.0) = 0.6; uniform float reflection_offset : hint_range(-0.5, 0.5) = 0.05; // Offset base uniform float reflection_stretch : hint_range(-1.0, 1.0) = 0.1; uniform float max_reflection_distance : hint_range(0.1, 10.0) = 1.5; //Ripples parameters group_uniforms Ripple_Settings; uniform vec4 ripple_color : source_color = vec4(1.0, 1.0, 1.0, 0.7); uniform float ripple_density : hint_range(0.0, 1.0) = 0.05; uniform float ripple_scale : hint_range(0.5, 20.0) = 3.0; uniform float ripple_speed : hint_range(0.1, 5.0) = 0.8; uniform float ripple_thickness : hint_range(0.001, 0.1) = 0.02; uniform sampler2D depth_texture : hint_depth_texture, filter_linear_mipmap; varying vec2 world_pos_xz; varying vec2 local_uv; void vertex() { world_pos_xz = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xz; local_uv = UV; } void fragment() { float depth = texture(depth_texture, SCREEN_UV).r; vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, depth); vec4 view = INV_PROJECTION_MATRIX * vec4(ndc, 1.0); view.xyz /= view.w; float linear_depth = -view.z; float depth_difference = linear_depth + VERTEX.z; float water_depth_gradient = exp(-depth_difference * beer_law_factor); vec4 base_water = mix(deep_water_color, shallow_water_color, water_depth_gradient); float rain_intensity = clamp(global_rain_intensity, 0.0, 1.0); base_water.rgb = mix(base_water.rgb, global_water_color.rgb, 0.7); vec2 pos = world_pos_xz * ripple_scale; vec2 cell = floor(pos); vec2 local_pos = fract(pos) - 0.5; float random_val = fract(sin(dot(cell, vec2(12.9898, 78.233))) * 43758.5453); float active_ripple_density = ripple_density * rain_intensity; float is_active_cell = step(1.0 - active_ripple_density, random_val); float ring = 0.0; if (is_active_cell > 0.0) { float local_time = fract(TIME * ripple_speed + random_val * 10.0); float dist = length(local_pos); ring = smoothstep(local_time - ripple_thickness, local_time, dist) - smoothstep(local_time, local_time + ripple_thickness, dist); ring *= (1.0 - local_time); } ring *= rain_intensity; vec2 ref_uv = SCREEN_UV; ref_uv.y -= reflection_offset + (local_uv.y * reflection_stretch); ref_uv += ring * 0.01; vec3 screen_ref = textureLod(screen_texture, ref_uv, 0.0).rgb; float ref_depth_raw = texture(depth_texture, ref_uv).r; vec3 ref_ndc = vec3(ref_uv * 2.0 - 1.0, ref_depth_raw); vec4 ref_view = INV_PROJECTION_MATRIX * vec4(ref_ndc, 1.0); ref_view.xyz /= ref_view.w; float ref_linear_depth = -ref_view.z; float distance_from_water = abs(ref_linear_depth - (-VERTEX.z)); float reflection_mask = 1.0 - smoothstep(0.0, max_reflection_distance, distance_from_water); float is_sky = step(ref_depth_raw, 0.00001); // Protezione anti-cielo reflection_mask *= (1.0 - is_sky); vec3 final_rgb = mix(base_water.rgb, screen_ref, reflection_strength * reflection_mask); final_rgb = mix(final_rgb, ripple_color.rgb, ring * ripple_color.a); ALBEDO = final_rgb; ALPHA = mix(0.98, 0.4, water_depth_gradient); ALPHA = clamp(ALPHA + (ring * ripple_color.a), 0.0, 1.0); ROUGHNESS = 1.0; SPECULAR = 0.0; }