124 lines
4.2 KiB
Plaintext
124 lines
4.2 KiB
Plaintext
shader_type spatial;
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render_mode specular_disabled, cull_disabled, ambient_light_disabled;
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// --- GLOBAL UNIFORMS (Vento e Neve) ---
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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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global uniform float global_snow_amount;
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// --- PARAMETRI ESTETICI ---
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uniform bool billboard_enabled = true;
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uniform bool wind_enabled = true;
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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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uniform vec2 texture_offset = vec2(0.0, 0.0);
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uniform float opacity : hint_range(0.0, 1.0) = 1.0;
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// Consiglio: Usa un bianco leggermente grigio/azzurro per la neve, non bianco puro!
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// Es: vec4(0.8, 0.85, 0.9, 1.0)
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uniform vec4 snow_color : source_color = vec4(0.85, 0.9, 0.95, 1.0);
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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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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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// ---> AGGIUNTO: Passiamo il fattore di ombra al fragment <---
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varying float v_shade_factor;
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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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vec3 instance_pos = MODEL_MATRIX[3].xyz;
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// --- LOGICA VENTO ---
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float total_angle = radians(rotation_degrees);
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if (wind_enabled) {
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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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total_angle += (sway * wind_strength);
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}
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// --- CALCOLO COLORE ---
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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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// Salviamo il fattore per usarlo sulla neve!
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v_shade_factor = combined_factor;
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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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// --- LOGICA TRASFORMAZIONE ---
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if (billboard_enabled) {
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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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} else {
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float c = cos(total_angle);
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float s = sin(total_angle);
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vec2 local_v = (VERTEX.xy) * leaves_scale;
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VERTEX.x = local_v.x * c - local_v.y * s;
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VERTEX.y = local_v.x * s + local_v.y * c;
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}
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}
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void fragment() {
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vec2 shifted_uv = UV + texture_offset;
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vec4 tex = texture(alpha_texture, shifted_uv);
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float top_mask = 1.0 - shifted_uv.y;
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float snow_mask = smoothstep(1.0 - global_snow_amount, 1.2 - global_snow_amount, top_mask);
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snow_mask *= step(0.01, global_snow_amount);
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// ---> IL SEGRETO È QUI <---
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// Scuriamo la neve usando lo stesso gradiente scuro/chiaro usato per le foglie
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vec3 dark_snow = snow_color.rgb * (1.0 - shadow_intensity);
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vec3 shaded_snow = mix(dark_snow, snow_color.rgb, v_shade_factor);
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// Mescoliamo il colore della foglia con la neve correttamente ombreggiata
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vec3 final_albedo = mix(v_final_color, shaded_snow, snow_mask);
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ALBEDO = final_albedo;
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ALPHA = tex.r * opacity;
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ALPHA_SCISSOR_THRESHOLD = 0.5;
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ROUGHNESS = 0.02;
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}
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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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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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} |