99 lines
3.4 KiB
Plaintext
99 lines
3.4 KiB
Plaintext
shader_type spatial;
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// Rimosso 'unshaded' per ricevere le ombre.
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// Aggiunto 'ambient_light_disabled' per proteggere la tua palette dai riflessi del cielo.
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render_mode specular_disabled, cull_disabled, ambient_light_disabled;
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// --- GLOBAL UNIFORMS (Vento) ---
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global uniform float wind_scale;
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global uniform float wind_speed;
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global uniform float wind_strength;
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global uniform vec3 wind_direction;
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global uniform sampler2D wind_noise : filter_linear_mipmap;
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// --- PARAMETRI ESTETICI ---
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uniform vec4 base_color : source_color = vec4(0.2, 0.6, 0.3, 1.0);
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uniform sampler2D alpha_texture : source_color, filter_nearest;
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uniform float leaves_scale = 1.0;
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uniform float rotation_degrees = 0.0;
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// --- CONTROLLO GRADIENTE E RANDOM ---
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uniform float height_min = 0.0;
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uniform float height_max = 5.0;
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uniform float shadow_intensity : hint_range(0.0, 1.0) = 0.5;
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uniform float highlight_intensity : hint_range(0.0, 1.0) = 0.3;
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uniform float light_steps : hint_range(1.0, 10.0) = 4.0;
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uniform float random_mix : hint_range(0.0, 1.0) = 0.3;
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// NUOVO: Regola quanto è scura l'ombra proiettata (es. dal tronco) sull'erba
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uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6;
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varying vec3 v_final_color;
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// Funzione hash per generare casualità basata sulla posizione
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float hash(vec3 p) {
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p = fract(p * 0.1031);
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p += dot(p, p.yzx + 33.33);
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return fract((p.x + p.y) * p.z);
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}
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void vertex() {
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// 1. POSIZIONE DELL'ISTANZA
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vec3 instance_pos = MODEL_MATRIX[3].xyz;
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// --- 2. LOGICA VENTO ---
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float time = TIME * wind_speed;
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vec2 noise_uv = (instance_pos.xz * wind_scale) + (time * wind_direction.xz * 0.5);
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float noise_val = textureLod(wind_noise, noise_uv, 2.0).r;
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float sway = sin(time + (noise_val * 10.0));
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float total_angle = radians(rotation_degrees) + (sway * wind_strength);
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// --- 3. CALCOLO COLORE (LOGICA MIXATA) ---
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float h_factor = clamp((instance_pos.y - height_min) / (height_max - height_min), 0.0, 1.0);
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float leaf_rand = hash(instance_pos);
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float combined_factor = mix(h_factor, leaf_rand, random_mix);
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combined_factor = ceil(combined_factor * light_steps) / light_steps;
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vec3 dark_color = base_color.rgb * (1.0 - shadow_intensity);
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vec3 light_color = base_color.rgb + (vec3(1.0) - base_color.rgb) * highlight_intensity;
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v_final_color = mix(dark_color, light_color, combined_factor);
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// --- 4. LOGICA BILLBOARD ---
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vec3 view_pos_origin = (VIEW_MATRIX * vec4(instance_pos, 1.0)).xyz;
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vec2 offset = (UV - 0.5) * leaves_scale;
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float c = cos(total_angle);
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float s = sin(total_angle);
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vec2 rotated_offset = vec2(offset.x * c - offset.y * s, offset.x * s + offset.y * c);
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vec3 final_pos = view_pos_origin + vec3(rotated_offset.x, rotated_offset.y, 0.0);
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MODELVIEW_MATRIX = mat4(1.0);
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MODELVIEW_MATRIX[3].xyz = final_pos;
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VERTEX = vec3(0.0);
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}
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void fragment() {
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vec4 tex = texture(alpha_texture, UV);
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ALBEDO = v_final_color;
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ALPHA = tex.r;
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ALPHA_SCISSOR_THRESHOLD = 0.5;
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// --- IL TRUCCO MAGICO PER L'EDGE DETECTOR ---
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// Impostiamo la roughness esattamente al 2%.
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// Il Compute Shader leggerà questo valore e non disegnerà i bordi neri qui sopra!
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ROUGHNESS = 0.02;
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}
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// NUOVO: Calcolo luce custom che simula l'effetto "unshaded" (e ora fixa i quadrati!)
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void light() {
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float shadow_factor = mix(1.0 - cast_shadow_strength, 1.0, ATTENUATION);
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// Maschera morbida per nascondere i quadrati
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float cutoff_mask = smoothstep(0.0, 0.05, ATTENUATION);
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DIFFUSE_LIGHT += (shadow_factor * LIGHT_COLOR) * cutoff_mask;
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} |