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; }