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tgcc/core/daynight/environment_shadows.gdshader

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