shader_type spatial; // Rimosso 'unshaded' per ricevere le ombre. // Aggiunto 'ambient_light_disabled' per proteggere la tua palette dai riflessi del cielo. 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 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; // --- 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: Regola quanto è scura l'ombra proiettata (es. dal tronco) sull'erba uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6; varying vec3 v_final_color; // Funzione hash per generare casualità basata sulla posizione 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() { // 1. POSIZIONE DELL'ISTANZA vec3 instance_pos = MODEL_MATRIX[3].xyz; // --- 2. LOGICA VENTO --- 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)); float total_angle = radians(rotation_degrees) + (sway * wind_strength); // --- 3. CALCOLO COLORE (LOGICA MIXATA) --- 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); // --- 4. LOGICA BILLBOARD --- 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); } void fragment() { vec4 tex = texture(alpha_texture, UV); ALBEDO = v_final_color; ALPHA = tex.r; ALPHA_SCISSOR_THRESHOLD = 0.5; } // NUOVO: Calcolo luce custom che simula l'effetto "unshaded" (e ora fixa i 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; }