75 lines
2.3 KiB
Plaintext
75 lines
2.3 KiB
Plaintext
shader_type spatial;
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render_mode unshaded, depth_test_disabled, cull_disabled;
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uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;
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uniform sampler2D noise_texture : repeat_enable, filter_linear;
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uniform float cloud_scale : hint_range(0.001, 0.2) = 0.05;
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uniform float cloud_speed : hint_range(0.0, 1.0) = 0.05;
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uniform vec2 direction = vec2(1.0, 0.2);
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uniform vec2 sun_angle = vec2(0.5, 0.5);
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group_uniforms Cloud_Shape;
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uniform float cloud_density : hint_range(0.0, 1.0) = 0.5;
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uniform float center_sharpness : hint_range(0.0, 0.99) = 0.7;
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group_uniforms Layout;
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uniform vec3 shadow_color : source_color = vec3(0.0, 0.0, 0.0);
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uniform float opacity_center : hint_range(0.0, 1.0) = 0.5;
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uniform float opacity_edge : hint_range(0.0, 1.0) = 0.2;
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group_uniforms Fade_Distance;
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//Fade based on camera distance
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uniform float fade_start : hint_range(10.0, 1000.0) = 150.0;
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uniform float fade_end : hint_range(50.0, 2000.0) = 300.0;
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group_uniforms Fade_Height;
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//Fade based on base height (Y) - meters
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uniform float height_fade_start : hint_range(0.0, 500.0) = 10.0; //start disappear at 10m
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uniform float height_fade_end : hint_range(0.0, 1000.0) = 50.0; //disappear over 50m
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void vertex() {
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POSITION = vec4(VERTEX.xy, 1.0, 1.0);
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}
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void fragment() {
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float depth = texture(depth_texture, SCREEN_UV).x;
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if (depth >= 0.9999) {
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ALPHA = 0.0;
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} else {
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vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, depth);
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vec4 view_pos = INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
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view_pos /= view_pos.w;
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vec4 world_pos = INV_VIEW_MATRIX * view_pos;
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float dist = length(view_pos.xyz);
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float dist_fade = smoothstep(fade_end, fade_start, dist);
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float height_fade = smoothstep(height_fade_end, height_fade_start, world_pos.y);
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float final_fade = dist_fade * height_fade;
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if (final_fade <= 0.001) {
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ALPHA = 0.0;
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} else {
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vec2 projected_xz = world_pos.xz + (world_pos.y * sun_angle);
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vec2 uv = projected_xz * cloud_scale;
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uv += TIME * cloud_speed * direction;
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float n = texture(noise_texture, uv).r;
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if (n < (1.0 - cloud_density)) {
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ALPHA = 0.0;
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} else {
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float internal_n = (n - (1.0 - cloud_density)) / cloud_density;
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float is_center = step(center_sharpness, internal_n);
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ALBEDO = shadow_color;
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ALPHA = mix(opacity_edge, opacity_center, is_center) * final_fade;
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}
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}
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}
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} |