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50
Shaders/trunk_shader_unshaded.gdshader
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50
Shaders/trunk_shader_unshaded.gdshader
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shader_type spatial;
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render_mode unshaded;
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group_uniforms Albedo_Settings;
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uniform vec4 albedo_color : source_color = vec4(1.0);
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uniform sampler2D albedo_texture : source_color, filter_nearest;
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uniform bool use_texture = true;
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uniform vec2 uv_scale = vec2(1.0, 1.0);
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group_uniforms Toon_Lighting;
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uniform vec3 light_direction = vec3(0.5, 1.0, 0.5);
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uniform float light_steps : hint_range(1.0, 10.0, 1.0) = 3.0;
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uniform float step_softness : hint_range(0.01, 1.0) = 0.1;
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uniform vec4 shadow_color : source_color = vec4(0.4, 0.4, 0.6, 1.0);
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uniform float shadow_offset : hint_range(-1.0, 1.0) = 0.0;
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group_uniforms Emission_Settings;
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uniform vec4 emission_color : source_color = vec4(0.0, 0.0, 0.0, 1.0); // Nero di default
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uniform float emission_energy : hint_range(0.0, 16.0) = 0.0; // A 0 l'emissione è spenta
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void fragment() {
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// 1. Albedo
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vec4 tex = texture(albedo_texture, UV * uv_scale);
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vec3 base_color = albedo_color.rgb;
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if (use_texture) base_color *= tex.rgb;
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// 2. Luce (World Space Fix)
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vec3 world_light_dir = normalize(light_direction);
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vec3 view_light_dir = (VIEW_MATRIX * vec4(world_light_dir, 0.0)).xyz;
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float n_dot_l = dot(NORMAL, normalize(view_light_dir));
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// 3. Toon Stepping
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float intensity = clamp(n_dot_l + shadow_offset, 0.0, 1.0);
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float raw_step = intensity * light_steps;
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float lower_step = floor(raw_step);
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float fract_step = fract(raw_step);
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float lerp_step = smoothstep(0.5 - step_softness, 0.5 + step_softness, fract_step);
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float stepped_intensity = (lower_step + lerp_step) / light_steps;
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// 4. Mixing base
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vec3 light_part = base_color * 1.2;
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vec3 shaded_part = base_color * shadow_color.rgb;
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vec3 final_rgb = mix(shaded_part, light_part, clamp(stepped_intensity, 0.0, 1.0));
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ALBEDO = final_rgb;
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// 5. Emission
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// Moltiplica il colore per l'energia impostata dall'utente
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EMISSION = emission_color.rgb * emission_energy;
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}
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