first commit
This commit is contained in:
113
Shaders/tree_leaves.gdshader
Normal file
113
Shaders/tree_leaves.gdshader
Normal file
@@ -0,0 +1,113 @@
|
||||
shader_type spatial;
|
||||
|
||||
// Rimosso 'unshaded' per ricevere le ombre.
|
||||
// Aggiunto 'ambient_light_disabled' per proteggere i tuoi colori piatti.
|
||||
render_mode specular_disabled, cull_disabled, ambient_light_disabled;
|
||||
|
||||
// --- GLOBAL UNIFORMS (Vento) ---
|
||||
global uniform float wind_scale;
|
||||
global uniform float wind_speed;
|
||||
global uniform float wind_strength;
|
||||
global uniform vec3 wind_direction;
|
||||
global uniform sampler2D wind_noise : filter_linear_mipmap;
|
||||
|
||||
// --- PARAMETRI ESTETICI ---
|
||||
uniform bool billboard_enabled = true; // <--- PULSANTE ON/OFF BILLBOARD
|
||||
uniform bool wind_enabled = true; // <--- PULSANTE ON/OFF VENTO
|
||||
uniform vec4 base_color : source_color = vec4(0.2, 0.6, 0.3, 1.0);
|
||||
uniform sampler2D alpha_texture : source_color, filter_nearest;
|
||||
uniform float leaves_scale = 1.0;
|
||||
uniform float rotation_degrees = 0.0;
|
||||
uniform vec2 texture_offset = vec2(0.0, 0.0);
|
||||
uniform float opacity : hint_range(0.0, 1.0) = 1.0; // <--- NUOVO PARAMETRO OPACITÀ
|
||||
|
||||
// --- CONTROLLO GRADIENTE E RANDOM ---
|
||||
uniform float height_min = 0.0;
|
||||
uniform float height_max = 5.0;
|
||||
uniform float shadow_intensity : hint_range(0.0, 1.0) = 0.5;
|
||||
uniform float highlight_intensity : hint_range(0.0, 1.0) = 0.3;
|
||||
uniform float light_steps : hint_range(1.0, 10.0) = 4.0;
|
||||
uniform float random_mix : hint_range(0.0, 1.0) = 0.3;
|
||||
|
||||
// NUOVO PARAMETRO: Intensità delle ombre proiettate su questo materiale
|
||||
uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6;
|
||||
|
||||
varying vec3 v_final_color;
|
||||
|
||||
float hash(vec3 p) {
|
||||
p = fract(p * 0.1031);
|
||||
p += dot(p, p.yzx + 33.33);
|
||||
return fract((p.x + p.y) * p.z);
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
vec3 instance_pos = MODEL_MATRIX[3].xyz;
|
||||
|
||||
// --- LOGICA VENTO ---
|
||||
float total_angle = radians(rotation_degrees);
|
||||
if (wind_enabled) {
|
||||
float time = TIME * wind_speed;
|
||||
vec2 noise_uv = (instance_pos.xz * wind_scale) + (time * wind_direction.xz * 0.5);
|
||||
float noise_val = textureLod(wind_noise, noise_uv, 2.0).r;
|
||||
float sway = sin(time + (noise_val * 10.0));
|
||||
total_angle += (sway * wind_strength);
|
||||
}
|
||||
|
||||
// --- CALCOLO COLORE ---
|
||||
float h_factor = clamp((instance_pos.y - height_min) / (height_max - height_min), 0.0, 1.0);
|
||||
float leaf_rand = hash(instance_pos);
|
||||
float combined_factor = mix(h_factor, leaf_rand, random_mix);
|
||||
combined_factor = ceil(combined_factor * light_steps) / light_steps;
|
||||
|
||||
vec3 dark_color = base_color.rgb * (1.0 - shadow_intensity);
|
||||
vec3 light_color = base_color.rgb + (vec3(1.0) - base_color.rgb) * highlight_intensity;
|
||||
v_final_color = mix(dark_color, light_color, combined_factor);
|
||||
|
||||
// --- LOGICA TRASFORMAZIONE (BILLBOARD vs STANDARD) ---
|
||||
if (billboard_enabled) {
|
||||
// Logica Billboard: guarda sempre la camera
|
||||
vec3 view_pos_origin = (VIEW_MATRIX * vec4(instance_pos, 1.0)).xyz;
|
||||
vec2 offset = (UV - 0.5) * leaves_scale;
|
||||
|
||||
float c = cos(total_angle);
|
||||
float s = sin(total_angle);
|
||||
vec2 rotated_offset = vec2(offset.x * c - offset.y * s, offset.x * s + offset.y * c);
|
||||
|
||||
vec3 final_pos = view_pos_origin + vec3(rotated_offset.x, rotated_offset.y, 0.0);
|
||||
|
||||
MODELVIEW_MATRIX = mat4(1.0);
|
||||
MODELVIEW_MATRIX[3].xyz = final_pos;
|
||||
VERTEX = vec3(0.0);
|
||||
} else {
|
||||
// Logica Standard: usa la rotazione e posizione della mesh
|
||||
// Applichiamo comunque la rotazione extra e lo scale se desiderato
|
||||
float c = cos(total_angle);
|
||||
float s = sin(total_angle);
|
||||
|
||||
// Modifichiamo il vertice locale prima della trasformazione world
|
||||
vec2 local_v = (VERTEX.xy) * leaves_scale;
|
||||
VERTEX.x = local_v.x * c - local_v.y * s;
|
||||
VERTEX.y = local_v.x * s + local_v.y * c;
|
||||
// La MODELVIEW_MATRIX rimane quella di default fornita da Godot
|
||||
}
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
vec2 shifted_uv = UV + texture_offset;
|
||||
vec4 tex = texture(alpha_texture, shifted_uv);
|
||||
|
||||
ALBEDO = v_final_color;
|
||||
// Moltiplichiamo l'alpha della texture per il nuovo parametro opacity
|
||||
ALPHA = tex.r * opacity;
|
||||
ALPHA_SCISSOR_THRESHOLD = 0.5;
|
||||
}
|
||||
|
||||
// --- NUOVA LOGICA LUCE (Ombre Proiettate e Fix Quadrati) ---
|
||||
void light() {
|
||||
float shadow_factor = mix(1.0 - cast_shadow_strength, 1.0, ATTENUATION);
|
||||
|
||||
// Maschera morbida per nascondere i quadrati
|
||||
float cutoff_mask = smoothstep(0.0, 0.05, ATTENUATION);
|
||||
|
||||
DIFFUSE_LIGHT += (shadow_factor * LIGHT_COLOR) * cutoff_mask;
|
||||
}
|
||||
Reference in New Issue
Block a user