feat: implemented terrain shader

This commit is contained in:
Sara Gerretsen 2025-11-20 23:33:21 +01:00
parent f5a78e10c7
commit b875c2089b
5 changed files with 198 additions and 51 deletions

View file

@ -0,0 +1,45 @@
[gd_resource type="ShaderMaterial" load_steps=8 format=3 uid="uid://8j7uyk0vnllg"]
[ext_resource type="Shader" uid="uid://dsbxpdveoilep" path="res://assets/shaders/terrain.gdshader" id="1_ho7uc"]
[sub_resource type="Gradient" id="Gradient_ho7uc"]
colors = PackedColorArray(0.141108, 0.450995, 0.106614, 1, 0.259524, 0.499032, 0.232917, 1)
[sub_resource type="FastNoiseLite" id="FastNoiseLite_mqhx5"]
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_waqik"]
color_ramp = SubResource("Gradient_ho7uc")
noise = SubResource("FastNoiseLite_mqhx5")
[sub_resource type="Gradient" id="Gradient_mqhx5"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_waqik"]
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_oj3sr"]
color_ramp = SubResource("Gradient_mqhx5")
noise = SubResource("FastNoiseLite_waqik")
[resource]
render_priority = 0
shader = ExtResource("1_ho7uc")
shader_parameter/floor_1_albedo = SubResource("NoiseTexture2D_waqik")
shader_parameter/floor_1_roughness = 1.0
shader_parameter/floor_1_tiling = 500.0
shader_parameter/floor_1_specular = 0.0
shader_parameter/floor_1_metallic = 0.5
shader_parameter/floor_2_roughness = 0.7
shader_parameter/floor_2_tiling = 500.0
shader_parameter/floor_2_specular = 0.5
shader_parameter/floor_2_metallic = 0.5
shader_parameter/floor_3_roughness = 0.7
shader_parameter/floor_3_tiling = 500.0
shader_parameter/floor_3_specular = 0.5
shader_parameter/floor_3_metallic = 0.5
shader_parameter/region_blending = 1.0
shader_parameter/slope_threshold = 0.25
shader_parameter/slope_blend_distance = 0.0
shader_parameter/slope_albedo = SubResource("NoiseTexture2D_oj3sr")
shader_parameter/slope_tiling = 100.0
shader_parameter/slope_roughness = 1.0
shader_parameter/slope_specular = 1.0
shader_parameter/slope_metallic = 0.5

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@ -0,0 +1,119 @@
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, diffuse_lambert, specular_schlick_ggx, skip_vertex_transform;
varying vec3 var_model_normal;
varying vec3 var_vertex_position;
group_uniforms Floor1;
uniform sampler2D floor_1_albedo : source_color, hint_default_black, filter_linear_mipmap;
uniform sampler2D floor_1_normal : hint_normal, filter_linear_mipmap;
uniform float floor_1_roughness = 0.7;
uniform float floor_1_tiling = 500.0;
uniform float floor_1_specular = 0.5;
uniform float floor_1_metallic = 0.5;
group_uniforms Floor2;
uniform sampler2D floor_2_albedo : source_color, hint_default_black, filter_linear_mipmap;
uniform sampler2D floor_2_normal : hint_normal, filter_linear_mipmap;
uniform float floor_2_roughness = 0.7;
uniform float floor_2_tiling = 500.0;
uniform float floor_2_specular = 0.5;
uniform float floor_2_metallic = 0.5;
group_uniforms Floor3;
uniform sampler2D floor_3_albedo : source_color, hint_default_black, filter_linear_mipmap;
uniform sampler2D floor_3_normal : hint_normal, filter_linear_mipmap;
uniform float floor_3_roughness = 0.7;
uniform float floor_3_tiling = 500.0;
uniform float floor_3_specular = 0.5;
uniform float floor_3_metallic = 0.5;
group_uniforms Regions;
uniform sampler2D floor_region_map : hint_default_black, filter_linear_mipmap;
uniform float region_blending : hint_range(0, 10) = 1.0;
group_uniforms Slope.Textures;
uniform sampler2D slope_albedo : source_color, hint_default_white;
uniform sampler2D slope_normal : hint_normal, filter_linear_mipmap;
uniform float slope_tiling = 100.0;
uniform float slope_roughness = 0.7;
uniform float slope_specular = 0.5;
uniform float slope_metallic = 0.5;
group_uniforms; group_uniforms Slope;
uniform float slope_threshold = 0.9;
uniform float slope_blend_distance = 0.05;
void vertex() {
var_model_normal = NORMAL;
var_vertex_position = (vec4(VERTEX, 1.0) * MODEL_MATRIX).xyz;
VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
NORMAL = normalize(MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
TANGENT = normalize(MODELVIEW_MATRIX * vec4(TANGENT, 0.0)).xyz;
BINORMAL = normalize(MODELVIEW_MATRIX * vec4(BINORMAL, 0.0)).xyz;
}
vec3 lerp(vec3 a, vec3 b, float t) {
return (1.0 - t) * a + b * t;
}
float lerpf(float a, float b, float t) {
return (1.0 - t) * a + b * t;
}
vec2 lerp2(vec2 a, vec2 b, float t) {
return (1.0 - t) * a + b * t;
}
// adapted from https://github.com/Experience-Monks/glsl-fast-gaussian-blur/blob/master/9.glsl
vec4 sample_texture_blurred(sampler2D tex, vec2 uv) {
if(region_blending == 0.0) // short-circuit for zero case
return texture(tex, uv);
vec4 color = vec4(0.0);
vec2 resolution = vec2(textureSize(tex, 0));
vec2 offset_1 = vec2(1.3846153846) * region_blending;
vec2 offset_2 = vec2(3.2307692308) * region_blending;
// add weighted samples. Magic numbers are pre-computed gaussian function results
color += texture(tex, uv) * 0.2270270270;
color += texture(tex, uv + (offset_1 / resolution)) * 0.3162162162;
color += texture(tex, uv - (offset_1 / resolution)) * 0.3162162162;
color += texture(tex, uv + (offset_2 / resolution)) * 0.0702702703;
color += texture(tex, uv - (offset_2 / resolution)) * 0.0702702703;
return color;
}
void fragment() {
float slope_blend = clamp(slope_threshold + ((acos(abs(var_model_normal.y)) / (PI * 0.5) - slope_threshold) * 1.0/slope_blend_distance), 0.0, 1.0);
vec4 region_masks = sample_texture_blurred(floor_region_map, UV);
vec2 sqr_normal = normalize(var_model_normal.xz * var_model_normal.xz);
float biplanar_index = round(abs(sqr_normal.x));
vec2 slope_uv = lerp2(var_vertex_position.xy, var_vertex_position.yz, biplanar_index);
ALBEDO = texture(floor_1_albedo, UV * floor_1_tiling).xyz;
ALBEDO = lerp(ALBEDO, texture(floor_2_albedo, UV * floor_2_tiling).xyz, region_masks.x);
ALBEDO = lerp(ALBEDO, texture(floor_3_albedo, UV * floor_3_tiling).xyz, region_masks.y);
ALBEDO = lerp(ALBEDO, texture(slope_albedo, slope_uv * slope_tiling).xyz, slope_blend);
//ALBEDO = region_masks.xyz;
NORMAL_MAP = texture(floor_1_normal, UV * floor_1_tiling).xyz;
NORMAL_MAP = lerp(NORMAL_MAP, texture(floor_2_normal, UV * floor_2_tiling).xyz, region_masks.x);
NORMAL_MAP = lerp(NORMAL_MAP, texture(floor_3_normal, UV * floor_3_tiling).xyz, region_masks.y);
NORMAL_MAP = lerp(NORMAL_MAP, texture(slope_normal, slope_uv * slope_tiling).xyz, slope_blend);
SPECULAR = floor_1_specular;
SPECULAR = lerpf(SPECULAR, floor_2_specular, region_masks.x);
SPECULAR = lerpf(SPECULAR, floor_3_specular, region_masks.y);
SPECULAR = lerpf(SPECULAR, slope_specular, slope_blend);
ROUGHNESS = floor_1_roughness;
ROUGHNESS = lerpf(ROUGHNESS, floor_2_roughness, region_masks.x);
ROUGHNESS = lerpf(ROUGHNESS, floor_3_roughness, region_masks.y);
ROUGHNESS = lerpf(ROUGHNESS, slope_roughness, slope_blend);
METALLIC = floor_1_metallic;
METALLIC = lerpf(METALLIC, floor_2_metallic, region_masks.x);
METALLIC = lerpf(METALLIC, floor_3_metallic, region_masks.y);
METALLIC = lerpf(METALLIC, slope_metallic, slope_blend);
}

View file

@ -1,29 +1,7 @@
[gd_scene load_steps=14 format=3 uid="uid://xm383pc5pcnn"] [gd_scene load_steps=13 format=3 uid="uid://xm383pc5pcnn"]
[ext_resource type="PackedScene" uid="uid://cnux2fqne284i" path="res://objects/primitive_nodes/point_primitive_node.tscn" id="1_b1cmn"] [ext_resource type="PackedScene" uid="uid://cnux2fqne284i" path="res://objects/primitive_nodes/point_primitive_node.tscn" id="1_b1cmn"]
[ext_resource type="Material" uid="uid://8j7uyk0vnllg" path="res://assets/materials/terrain_material.tres" id="1_pxqd5"]
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_sldah"]
sky_top_color = Color(0.22, 0.3575, 0.55, 1)
sky_horizon_color = Color(0.662243, 0.671743, 0.686743, 1)
ground_bottom_color = Color(0.167133, 0.2, 0.132, 1)
ground_horizon_color = Color(0.662243, 0.671743, 0.686743, 1)
[sub_resource type="Sky" id="Sky_b1cmn"]
sky_material = SubResource("ProceduralSkyMaterial_sldah")
[sub_resource type="Environment" id="Environment_pxqd5"]
background_mode = 2
sky = SubResource("Sky_b1cmn")
ambient_light_source = 2
ambient_light_color = Color(0.2546, 0.27132, 0.38, 1)
tonemap_mode = 2
glow_enabled = true
volumetric_fog_density = 0.0
volumetric_fog_emission_energy = 1024.0
volumetric_fog_length = 831.81
volumetric_fog_detail_spread = 0.5
volumetric_fog_sky_affect = 0.904
volumetric_fog_temporal_reprojection_amount = 0.99
[sub_resource type="PointPrimitive" id="PointPrimitive_pxqd5"] [sub_resource type="PointPrimitive" id="PointPrimitive_pxqd5"]
slope = -0.585 slope = -0.585
@ -55,8 +33,28 @@ interpolation_color_space = 2
offsets = PackedFloat32Array(0.0743595, 0.315422, 0.678597, 0.725377) offsets = PackedFloat32Array(0.0743595, 0.315422, 0.678597, 0.725377)
colors = PackedColorArray(0.17652, 0.24, 0.0744, 1, 0.129706, 0.117486, 0.129714, 1, 0.216666, 0.201746, 0.216677, 1, 0.786852, 0.768096, 0.786791, 1) colors = PackedColorArray(0.17652, 0.24, 0.0744, 1, 0.129706, 0.117486, 0.129714, 1, 0.216666, 0.201746, 0.216677, 1, 0.786852, 0.768096, 0.786791, 1)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_b1cmn"] [sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_sldah"]
vertex_color_use_as_albedo = true sky_top_color = Color(0.22, 0.3575, 0.55, 1)
sky_horizon_color = Color(0.662243, 0.671743, 0.686743, 1)
ground_bottom_color = Color(0.167133, 0.2, 0.132, 1)
ground_horizon_color = Color(0.662243, 0.671743, 0.686743, 1)
[sub_resource type="Sky" id="Sky_b1cmn"]
sky_material = SubResource("ProceduralSkyMaterial_sldah")
[sub_resource type="Environment" id="Environment_pxqd5"]
background_mode = 2
sky = SubResource("Sky_b1cmn")
ambient_light_source = 2
ambient_light_color = Color(0.2546, 0.27132, 0.38, 1)
tonemap_mode = 2
glow_enabled = true
volumetric_fog_density = 0.0
volumetric_fog_emission_energy = 1024.0
volumetric_fog_length = 831.81
volumetric_fog_detail_spread = 0.5
volumetric_fog_sky_affect = 0.904
volumetric_fog_temporal_reprojection_amount = 0.99
[sub_resource type="GDScript" id="GDScript_b1cmn"] [sub_resource type="GDScript" id="GDScript_b1cmn"]
script/source = "extends Camera3D script/source = "extends Camera3D
@ -103,10 +101,18 @@ func _unhandled_input(event: InputEvent) -> void:
global_position = (global_position - pivot).normalized() * distance + pivot global_position = (global_position - pivot).normalized() * distance + pivot
" "
[sub_resource type="BoxMesh" id="BoxMesh_sldah"]
[node name="Node3D" type="Node3D"] [node name="Node3D" type="Node3D"]
[node name="TerrainMeshEditor" type="TerrainMeshEditor" parent="."]
primitives = [SubResource("PointPrimitive_pxqd5"), SubResource("NoisePrimitive_ba0ut"), SubResource("NoisePrimitive_pxqd5")]
vertex_color_gradient = SubResource("Gradient_b1cmn")
color_gradient_end_height = 200.0
chunk_size = 500.0
lod1_detail = 30
chunk_count = 5
material = ExtResource("1_pxqd5")
point_primitive_object = ExtResource("1_b1cmn")
[node name="WorldEnvironment" type="WorldEnvironment" parent="."] [node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_pxqd5") environment = SubResource("Environment_pxqd5")
@ -117,24 +123,10 @@ shadow_enabled = true
shadow_reverse_cull_face = true shadow_reverse_cull_face = true
directional_shadow_max_distance = 300.0 directional_shadow_max_distance = 300.0
[node name="TerrainMeshEditor" type="TerrainMeshEditor" parent="."]
primitives = [SubResource("PointPrimitive_pxqd5"), SubResource("NoisePrimitive_ba0ut"), SubResource("NoisePrimitive_pxqd5")]
vertex_color_gradient = SubResource("Gradient_b1cmn")
color_gradient_end_height = 200.0
chunk_size = 500.0
lod1_detail = 10
chunk_count = 5
material = SubResource("StandardMaterial3D_b1cmn")
point_primitive_object = ExtResource("1_b1cmn")
[node name="Camera3D" type="Camera3D" parent="."] [node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(0.707107, -0.377082, 0.598171, 0, 0.845942, 0.533275, -0.707107, -0.377082, 0.598171, 504.544, 443.732, 504.544) transform = Transform3D(0.707107, -0.377082, 0.598171, 0, 0.845942, 0.533275, -0.707107, -0.377082, 0.598171, 504.544, 443.732, 504.544)
fov = 57.3 fov = 57.3
far = 2000.0 far = 2000.0
script = SubResource("GDScript_b1cmn") script = SubResource("GDScript_b1cmn")
[node name="ReferenceBox" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 5.88292, 0)
mesh = SubResource("BoxMesh_sldah")
[connection signal="primitives_changed" from="TerrainMeshEditor" to="TerrainMeshEditor" method="_on_primitives_changed"] [connection signal="primitives_changed" from="TerrainMeshEditor" to="TerrainMeshEditor" method="_on_primitives_changed"]

View file

@ -1,9 +0,0 @@
shader_type spatial;
void vertex() {
}
//void fragment() {
// Called for every pixel the material is visible on.
//}