shader_type spatial; // Aggiunto 'ambient_light_disabled' per proteggere i colori piatti // Mantenuto 'diffuse_toon' per ottimizzare i calcoli della luce interna di Godot render_mode diffuse_toon, specular_disabled, ambient_light_disabled; 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); // NUOVO PARAMETRO: Slider per scorrere la palette in verticale uniform float palette_shift_y : hint_range(0.0, 1.0) = 0.0; group_uniforms Toon_Lighting; 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; // NUOVO PARAMETRO IMPORTATO: Intensità delle ombre proiettate su questo materiale uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6; group_uniforms Emission_Settings; uniform vec4 emission_color : source_color = vec4(0.0, 0.0, 0.0, 1.0); uniform float emission_energy : hint_range(0.0, 16.0) = 0.0; void fragment() { // 1. Albedo (Colore base dell'oggetto) // APPLICATO LO SHIFT SULL'ASSE Y SULLE UV vec2 final_uv = (UV * uv_scale) + vec2(0.0, palette_shift_y); vec4 tex = texture(albedo_texture, final_uv); vec3 base_color = albedo_color.rgb; if (use_texture) base_color *= tex.rgb; // Passiamo il colore crudo a Godot. // Godot si occuperà di moltiplicarlo per la luce alla fine. ALBEDO = base_color; // 2. Emission EMISSION = emission_color.rgb * emission_energy; } // --- NUOVA LOGICA LUCE INTEGRATA --- void light() { float shadow_factor = mix(1.0 - cast_shadow_strength, 1.0, ATTENUATION); float n_dot_l = dot(NORMAL, LIGHT); float intensity = clamp((n_dot_l * shadow_factor) + 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; vec3 light_part = vec3(1.2); vec3 shaded_part = shadow_color.rgb; vec3 final_toon_light = mix(shaded_part, light_part, clamp(stepped_intensity, 0.0, 1.0)); // Porchiddio Michele float cutoff_mask = smoothstep(0.0, 0.05, ATTENUATION); DIFFUSE_LIGHT += (final_toon_light * LIGHT_COLOR) * cutoff_mask; }