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tgcc-artest/Shaders/trunk_shader.gdshader
2026-03-15 18:34:06 +01:00

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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);
uniform float palette_shift_y : hint_range(0.0, 1.0) = 0.0;
// --- PARAMETRI GRADIENTE GLOBALE ---
group_uniforms Height_Gradient;
global uniform vec4 global_gradient_color_top;
global uniform vec4 global_gradient_color_bot;
global uniform float global_gradient_intensity;
uniform float gradient_start_y = 0.0; // Altezza MONDO dove il gradiente è 100% Bottom
uniform float gradient_end_y = 10.0; // Altezza MONDO dove il gradiente è 100% Top
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;
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;
varying float world_y;
void vertex() {
world_y = (MODEL_MATRIX * vec4(VERTEX, 1.0)).y;
}
void fragment() {
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;
// --- APPLICAZIONE GRADIENTE B我們 ---
// Calcoliamo il mix tra l'altezza minima e massima (0.0 = Bottom, 1.0 = Top)
float grad_factor = smoothstep(gradient_start_y, gradient_end_y, world_y);
// Ricaviamo il colore attuale del gradiente per questa specifica altezza
vec3 current_gradient_color = mix(global_gradient_color_bot.rgb, global_gradient_color_top.rgb, grad_factor);
// Miscela il colore base con il gradiente ottenuto, usando l'intensità globale
base_color = mix(base_color, current_gradient_color, global_gradient_intensity);
ALBEDO = base_color;
EMISSION = emission_color.rgb * emission_energy;
}
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));
float cutoff_mask = smoothstep(0.0, 0.05, ATTENUATION);
DIFFUSE_LIGHT += (final_toon_light * LIGHT_COLOR) * cutoff_mask;
}