feat: implement water shader and environment for free mode arena
This commit is contained in:
@@ -6,7 +6,7 @@
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atlas = ExtResource("4_xd54h")
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region = Rect2(3500, 1000, 500, 500)
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atlas = ExtResource("4_iiy2r")
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region = Rect2(500, 2500, 500, 500)
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atlas = ExtResource("4_xd54h")
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region = Rect2(5500, 1000, 500, 500)
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Binary file not shown.
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After Width: | Height: | Size: 1.4 MiB |
+4
-4
@@ -2,8 +2,8 @@
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://bcyyxropbam50"
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path.s3tc="res://.godot/imported/spawn_tiles_bottom.png-bf5af9b1f572105fde872edff38e8188.s3tc.ctex"
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uid="uid://d2lxk788w2cdw"
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path.s3tc="res://.godot/imported/spawn_floor.png-932d516dabe821d5ec59606ca0d25279.s3tc.ctex"
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metadata={
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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@@ -11,8 +11,8 @@ metadata={
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[deps]
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source_file="res://assets/graphics/vfx/spawn_tiles_bottom.png"
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dest_files=["res://.godot/imported/spawn_tiles_bottom.png-bf5af9b1f572105fde872edff38e8188.s3tc.ctex"]
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source_file="res://assets/graphics/vfx/spawn_floor.png"
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dest_files=["res://.godot/imported/spawn_floor.png-932d516dabe821d5ec59606ca0d25279.s3tc.ctex"]
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[params]
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Binary file not shown.
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Before Width: | Height: | Size: 1.3 MiB |
@@ -0,0 +1,83 @@
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shader_type spatial;
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render_mode cull_disabled;
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uniform vec3 albedo : source_color;
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uniform vec3 albedo2 : source_color;
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uniform float metallic : hint_range(0.0, 1.0) = 0;
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uniform float roughness : hint_range(0.0, 1.0) = 0.02;
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uniform sampler2D wave;
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uniform sampler2D texture_normal;
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uniform sampler2D texture_normal2;
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uniform vec2 wave_direction = vec2(2.0,0.0); // Direction of wave 1
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uniform vec2 wave_direction2 = vec2(0.0,1.0); // Direction of wave 2
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uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.025; // Rate of movement multiplied by TIME
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uniform float noise_scale = 10.0;
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uniform float height_scale = 0.15;
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uniform vec4 color_deep : source_color; // Deep depth color
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uniform vec4 color_shallow : source_color; // Shallow depth color
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uniform float beers_law = 2.0; // Beer's law application
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uniform float depth_offset = -0.75; // Offset
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uniform float edge_scale = 0.1;
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uniform float near = 1.0;
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uniform float far = 100.0;
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uniform vec3 edge_color : source_color;
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||||
uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap;
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
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||||
// Varying variables
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varying float height;
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varying vec3 world_pos;
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||||
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float fresnel(float amount, vec3 normal, vec3 view)
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{
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return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
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}
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float edge(float depth){
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depth = 2.0 * depth - 1.0;
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return near * far / (far + depth * (near - far));
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}
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void vertex() {
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world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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height = texture(wave, world_pos.xz / noise_scale + TIME * time_scale).r;
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VERTEX.y += height * height_scale;
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||||
}
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||||
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||||
void fragment() {
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// Depth variables and calc
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||||
float depth_texture = texture(DEPTH_TEXTURE, SCREEN_UV).r * 2.0 - 1.0;
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float depth = PROJECTION_MATRIX[3][2] / (depth_texture + PROJECTION_MATRIX[2][2]);
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||||
float depth_blend = exp((depth+VERTEX.z + depth_offset) * -beers_law);
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||||
depth_blend = clamp(1.0 - depth_blend, 0.0, 1.0);
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||||
float depth_blend_power = clamp(pow(depth_blend, 2.5), 0.0, 1.0);
|
||||
|
||||
// Retrieving depth color and applying the deep and shallow colors
|
||||
vec3 screen_color = textureLod(SCREEN_TEXTURE, SCREEN_UV, depth_blend_power * 2.5).rgb;
|
||||
vec3 depth_color = mix(color_shallow.rgb, color_deep.rgb, depth_blend_power);
|
||||
vec3 color = mix(screen_color * depth_color, depth_color * 0.25, depth_blend_power * 0.5);
|
||||
|
||||
// Getting edge depth calc
|
||||
float z_depth = edge(texture(DEPTH_TEXTURE, SCREEN_UV).x);
|
||||
float z_pos = edge(FRAGCOORD.z);
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||||
float z_dif = z_depth - z_pos;
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||||
|
||||
// Time calculations for wave (normal map) movement
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||||
vec2 time = (TIME * wave_direction) * time_scale; // Movement rate of first wave
|
||||
vec2 time2 = (TIME * wave_direction2) * time_scale; // Movement rate of second wave
|
||||
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||||
// Blend normal maps into one
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||||
vec3 normal_blend = mix(texture(texture_normal,world_pos.xz + time).rgb, texture(texture_normal2,world_pos.xz + time2).rgb, 0.5);
|
||||
|
||||
// Calculate Fresnel
|
||||
float fresnel = fresnel(5.0, NORMAL, VIEW);
|
||||
vec3 surface_color = mix(albedo, albedo2, fresnel); // Interpolate albedo values by frensel
|
||||
|
||||
vec3 depth_color_adj = mix(edge_color, color, step(edge_scale, z_dif));
|
||||
|
||||
ALBEDO = clamp(surface_color + depth_color_adj,vec3(0.0),vec3(1.0));
|
||||
METALLIC = metallic;
|
||||
ROUGHNESS = roughness;
|
||||
NORMAL_MAP = normal_blend;
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://chabrdico7377
|
||||
@@ -0,0 +1,6 @@
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[gd_resource type="PanoramaSkyMaterial" format=3 uid="uid://bdwxlbar41mxw"]
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||||
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[ext_resource type="Texture2D" uid="uid://didk5l287jms7" path="res://assets/levels/level_water/sky_sea_01.png" id="1_f0k4a"]
|
||||
|
||||
[resource]
|
||||
panorama = ExtResource("1_f0k4a")
|
||||
@@ -0,0 +1,13 @@
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[gd_resource type="Environment" format=3 uid="uid://d07fd5dsr0xv"]
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[ext_resource type="Material" uid="uid://bdwxlbar41mxw" path="res://assets/levels/level_water/level_water.tres" id="1_gsk4i"]
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|
||||
[sub_resource type="Sky" id="Sky_u7obs"]
|
||||
sky_material = ExtResource("1_gsk4i")
|
||||
|
||||
[resource]
|
||||
background_mode = 2
|
||||
sky = SubResource("Sky_u7obs")
|
||||
ambient_light_source = 3
|
||||
ambient_light_color = Color(1, 1, 1, 1)
|
||||
reflected_light_source = 2
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 542 KiB |
@@ -0,0 +1,41 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://dep1ng3aqb2jw"
|
||||
path.s3tc="res://.godot/imported/sky_sea_01.png-02f4e2484e4bcee94a60ae25a0ef8549.s3tc.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/models/arena/free_mode/sky_sea_01.png"
|
||||
dest_files=["res://.godot/imported/sky_sea_01.png-02f4e2484e4bcee94a60ae25a0ef8549.s3tc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||
@@ -0,0 +1,38 @@
|
||||
[gd_resource type="ShaderMaterial" format=3 uid="uid://xifgjdr8285d"]
|
||||
|
||||
[ext_resource type="Shader" uid="uid://chabrdico7377" path="res://assets/models/arena/free_mode/level_water.gdshader" id="1_nuaxy"]
|
||||
|
||||
[sub_resource type="FastNoiseLite" id="FastNoiseLite_s0tpp"]
|
||||
noise_type = 0
|
||||
seed = 5
|
||||
frequency = 0.0166
|
||||
metadata/_preview_in_3d_space_ = true
|
||||
|
||||
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_6vard"]
|
||||
noise = SubResource("FastNoiseLite_s0tpp")
|
||||
seamless = true
|
||||
as_normal_map = true
|
||||
seamless_blend_skirt = 1.0
|
||||
bump_strength = 25.6
|
||||
|
||||
[resource]
|
||||
render_priority = 0
|
||||
shader = ExtResource("1_nuaxy")
|
||||
shader_parameter/albedo = Color(0.14, 0.382667, 0.7, 1)
|
||||
shader_parameter/albedo2 = Color(0.54, 0.77, 1, 1)
|
||||
shader_parameter/metallic = 0.0
|
||||
shader_parameter/roughness = 0.02
|
||||
shader_parameter/texture_normal = SubResource("NoiseTexture2D_6vard")
|
||||
shader_parameter/wave_direction = Vector2(2, 0)
|
||||
shader_parameter/wave_direction2 = Vector2(0, 1)
|
||||
shader_parameter/time_scale = 0.025
|
||||
shader_parameter/noise_scale = 10.0
|
||||
shader_parameter/height_scale = 0.15
|
||||
shader_parameter/color_deep = Color(0.513233, 0.513233, 0.513233, 1)
|
||||
shader_parameter/color_shallow = Color(0.716296, 0.716296, 0.716296, 1)
|
||||
shader_parameter/beers_law = 2.0
|
||||
shader_parameter/depth_offset = -0.75
|
||||
shader_parameter/edge_scale = 0.1
|
||||
shader_parameter/near = 1.0
|
||||
shader_parameter/far = 100.0
|
||||
shader_parameter/edge_color = Color(0.215902, 0.215902, 0.215902, 1)
|
||||
Reference in New Issue
Block a user