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tgcc-artest/Shaders/tree_leaves.gdshader
2026-03-18 15:23:50 +01:00

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shader_type spatial;
render_mode specular_disabled, cull_disabled, ambient_light_disabled;
// --- GLOBAL UNIFORMS (Vento e Neve) ---
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;
global uniform float global_snow_amount;
// --- PARAMETRI ESTETICI ---
uniform bool billboard_enabled = true;
uniform bool wind_enabled = true;
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;
// Consiglio: Usa un bianco leggermente grigio/azzurro per la neve, non bianco puro!
// Es: vec4(0.8, 0.85, 0.9, 1.0)
uniform vec4 snow_color : source_color = vec4(0.85, 0.9, 0.95, 1.0);
// --- 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;
uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6;
varying vec3 v_final_color;
// ---> AGGIUNTO: Passiamo il fattore di ombra al fragment <---
varying float v_shade_factor;
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;
// Salviamo il fattore per usarlo sulla neve!
v_shade_factor = combined_factor;
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 ---
if (billboard_enabled) {
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 {
float c = cos(total_angle);
float s = sin(total_angle);
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;
}
}
void fragment() {
vec2 shifted_uv = UV + texture_offset;
vec4 tex = texture(alpha_texture, shifted_uv);
float top_mask = 1.0 - shifted_uv.y;
float snow_mask = smoothstep(1.0 - global_snow_amount, 1.2 - global_snow_amount, top_mask);
snow_mask *= step(0.01, global_snow_amount);
// ---> IL SEGRETO È QUI <---
// Scuriamo la neve usando lo stesso gradiente scuro/chiaro usato per le foglie
vec3 dark_snow = snow_color.rgb * (1.0 - shadow_intensity);
vec3 shaded_snow = mix(dark_snow, snow_color.rgb, v_shade_factor);
// Mescoliamo il colore della foglia con la neve correttamente ombreggiata
vec3 final_albedo = mix(v_final_color, shaded_snow, snow_mask);
ALBEDO = final_albedo;
ALPHA = tex.r * opacity;
ALPHA_SCISSOR_THRESHOLD = 0.5;
ROUGHNESS = 0.02;
}
void light() {
float shadow_factor = mix(1.0 - cast_shadow_strength, 1.0, ATTENUATION);
float cutoff_mask = smoothstep(0.0, 0.05, ATTENUATION);
DIFFUSE_LIGHT += (shadow_factor * LIGHT_COLOR) * cutoff_mask;
}