Fix terrain surface texture projection

This commit is contained in:
Alexander Sellite 2026-07-31 16:22:07 -04:00
parent 69b7969e25
commit 78a5f0effd
6 changed files with 128 additions and 10 deletions

View file

@ -0,0 +1,60 @@
extends SceneTree
const REGION := preload("res://world/regions/starter_island_region.tscn")
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var region := REGION.instantiate()
root.add_child(region)
await process_frame
var terrain := region.get_node(
"Terrain/Visual/starter_island"
) as MeshInstance3D
assert(terrain != null)
assert(terrain.mesh.get_surface_count() == 5)
assert(terrain.mesh.surface_get_name(0) == "grass_lite")
assert(terrain.mesh.surface_get_name(1) == "dirt")
assert(terrain.mesh.surface_get_name(2) == "sand")
assert(terrain.mesh.surface_get_name(3) == "cliff_wall")
assert(terrain.mesh.surface_get_name(4) == "dirt_wall")
_validate_projected_material(terrain.get_surface_override_material(0))
_validate_projected_material(terrain.get_surface_override_material(2))
for surface: int in [1, 3, 4]:
assert(terrain.get_surface_override_material(surface) == null)
assert(terrain.mesh.surface_get_material(surface) is StandardMaterial3D)
print("Terrain projection validation: PASS")
region.free()
quit()
func _validate_projected_material(material: Material) -> void:
assert(material is ShaderMaterial)
var shader_material := material as ShaderMaterial
assert(
shader_material.shader.resource_path
== "res://world/materials/terrain_surface_projection.gdshader"
)
assert(
is_equal_approx(
float(shader_material.get_shader_parameter("tile_world_size")),
2.5
)
)
assert(
is_equal_approx(
float(shader_material.get_shader_parameter("blend_sharpness")),
6.0
)
)
assert(
is_equal_approx(
float(shader_material.get_shader_parameter("top_projection_bias")),
2.0
)
)

View file

@ -0,0 +1 @@
uid://cto4rc6bn0n4o

View file

@ -1,10 +1,15 @@
[gd_resource type="StandardMaterial3D" load_steps=2 format=3]
[gd_resource type="ShaderMaterial" load_steps=3 format=3]
[ext_resource type="Texture2D" path="res://art/exported/environment/textures/grass_lite.png" id="1_texture"]
[ext_resource type="Shader" path="res://world/materials/terrain_surface_projection.gdshader" id="2_shader"]
[resource]
resource_name = "Starter Island Grass"
texture_filter = 4
albedo_texture = ExtResource("1_texture")
roughness = 1.0
uv1_scale = Vector3(21.406, 21.406, 21.406)
shader = ExtResource("2_shader")
shader_parameter/albedo_texture = ExtResource("1_texture")
shader_parameter/albedo_tint = Color(1, 1, 1, 1)
shader_parameter/tile_world_size = 2.5
shader_parameter/blend_sharpness = 6.0
shader_parameter/top_projection_bias = 2.0
shader_parameter/roughness = 1.0
shader_parameter/specular = 0.5

View file

@ -1,10 +1,15 @@
[gd_resource type="StandardMaterial3D" load_steps=2 format=3]
[gd_resource type="ShaderMaterial" load_steps=3 format=3]
[ext_resource type="Texture2D" path="res://art/exported/environment/textures/sand.png" id="1_texture"]
[ext_resource type="Shader" path="res://world/materials/terrain_surface_projection.gdshader" id="2_shader"]
[resource]
resource_name = "Starter Island Sand"
texture_filter = 4
albedo_texture = ExtResource("1_texture")
roughness = 1.0
uv1_scale = Vector3(21.406, 21.406, 21.406)
shader = ExtResource("2_shader")
shader_parameter/albedo_texture = ExtResource("1_texture")
shader_parameter/albedo_tint = Color(1, 1, 1, 1)
shader_parameter/tile_world_size = 2.5
shader_parameter/blend_sharpness = 6.0
shader_parameter/top_projection_bias = 2.0
shader_parameter/roughness = 1.0
shader_parameter/specular = 0.5

View file

@ -0,0 +1,46 @@
shader_type spatial;
render_mode cull_back;
uniform sampler2D albedo_texture : source_color, repeat_enable, filter_nearest_mipmap_anisotropic;
uniform vec4 albedo_tint : source_color = vec4(1.0);
uniform float tile_world_size : hint_range(0.1, 20.0, 0.05) = 2.5;
uniform float blend_sharpness : hint_range(1.0, 16.0, 0.25) = 6.0;
uniform float top_projection_bias : hint_range(1.0, 8.0, 0.05) = 2.0;
uniform float roughness : hint_range(0.0, 1.0, 0.01) = 1.0;
uniform float specular : hint_range(0.0, 1.0, 0.01) = 0.5;
varying vec3 world_position;
varying vec3 world_normal;
void vertex() {
world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
world_normal = normalize(MODEL_NORMAL_MATRIX * NORMAL);
}
void fragment() {
vec3 normal = normalize(world_normal);
vec3 weights = pow(abs(normal), vec3(max(blend_sharpness, 1.0)));
float upward_amount = smoothstep(0.0, 0.8, normal.y);
weights.y *= mix(1.0, max(top_projection_bias, 1.0), upward_amount);
weights /= max(weights.x + weights.y + weights.z, 0.00001);
float world_scale = 1.0 / max(tile_world_size, 0.001);
vec2 x_uv = world_position.zy * vec2(sign(normal.x), 1.0) * world_scale;
vec2 y_uv = world_position.xz * vec2(sign(normal.y), 1.0) * world_scale;
vec2 z_uv = world_position.xy * vec2(-sign(normal.z), 1.0) * world_scale;
vec4 x_sample = texture(albedo_texture, x_uv);
vec4 y_sample = texture(albedo_texture, y_uv);
vec4 z_sample = texture(albedo_texture, z_uv);
vec4 projected = (
x_sample * weights.x
+ y_sample * weights.y
+ z_sample * weights.z
);
ALBEDO = projected.rgb * albedo_tint.rgb;
ROUGHNESS = roughness;
SPECULAR = specular;
METALLIC = 0.0;
}

View file

@ -0,0 +1 @@
uid://d2ju2vpykktuo