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