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