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authorHugo Locurcio <hugo.locurcio@hugo.pro>2024-03-07 18:46:06 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2024-03-13 23:54:23 +0100
commit1e2b8992aeebfed8f54d1988763d0a86756c5153 (patch)
tree868dde531fdd4ecf29444dd85b310d91f12c2970
parentda945ce6266ce27ba63b6b08dc0eb2414594f7cb (diff)
downloadredot-engine-1e2b8992aeebfed8f54d1988763d0a86756c5153.tar.gz
Use raw string literals for BaseMaterial3D shader code generation
- Add range hints to all uniforms that match the BaseMaterial3D property hints, so that ranges in the inspector remain identical after converting to a shader. - Add comments to describe selected options within the shader. This makes it easier to remember what each block of code does. - Format code to follow the Godot shader language style guide.
-rw-r--r--scene/resources/material.cpp989
1 files changed, 647 insertions, 342 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index 322a8a853e..b381096df8 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -661,20 +661,19 @@ void BaseMaterial3D::_update_shader() {
}
if (flags[FLAG_USE_TEXTURE_REPEAT]) {
- texfilter_str += ",repeat_enable";
- texfilter_height_str += ",repeat_enable";
+ texfilter_str += ", repeat_enable";
+ texfilter_height_str += ", repeat_enable";
} else {
- texfilter_str += ",repeat_disable";
- texfilter_height_str += ",repeat_disable";
+ texfilter_str += ", repeat_disable";
+ texfilter_height_str += ", repeat_disable";
}
- //must create a shader!
-
// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
String code = vformat(
"// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s %s.\n\n",
orm ? "ORMMaterial3D" : "StandardMaterial3D");
+ // Define shader type and render mode based on property values.
code += "shader_type spatial;\nrender_mode ";
switch (blend_mode) {
case BLEND_MODE_MIX:
@@ -700,13 +699,13 @@ void BaseMaterial3D::_update_shader() {
switch (ddm) {
case DEPTH_DRAW_OPAQUE_ONLY:
- code += ",depth_draw_opaque";
+ code += ", depth_draw_opaque";
break;
case DEPTH_DRAW_ALWAYS:
- code += ",depth_draw_always";
+ code += ", depth_draw_always";
break;
case DEPTH_DRAW_DISABLED:
- code += ",depth_draw_never";
+ code += ", depth_draw_never";
break;
case DEPTH_DRAW_MAX:
break; // Internal value, skip.
@@ -714,238 +713,291 @@ void BaseMaterial3D::_update_shader() {
switch (cull_mode) {
case CULL_BACK:
- code += ",cull_back";
+ code += ", cull_back";
break;
case CULL_FRONT:
- code += ",cull_front";
+ code += ", cull_front";
break;
case CULL_DISABLED:
- code += ",cull_disabled";
+ code += ", cull_disabled";
break;
case CULL_MAX:
break; // Internal value, skip.
}
switch (diffuse_mode) {
case DIFFUSE_BURLEY:
- code += ",diffuse_burley";
+ code += ", diffuse_burley";
break;
case DIFFUSE_LAMBERT:
- code += ",diffuse_lambert";
+ code += ", diffuse_lambert";
break;
case DIFFUSE_LAMBERT_WRAP:
- code += ",diffuse_lambert_wrap";
+ code += ", diffuse_lambert_wrap";
break;
case DIFFUSE_TOON:
- code += ",diffuse_toon";
+ code += ", diffuse_toon";
break;
case DIFFUSE_MAX:
break; // Internal value, skip.
}
switch (specular_mode) {
case SPECULAR_SCHLICK_GGX:
- code += ",specular_schlick_ggx";
+ code += ", specular_schlick_ggx";
break;
case SPECULAR_TOON:
- code += ",specular_toon";
+ code += ", specular_toon";
break;
case SPECULAR_DISABLED:
- code += ",specular_disabled";
+ code += ", specular_disabled";
break;
case SPECULAR_MAX:
break; // Internal value, skip.
}
if (features[FEATURE_SUBSURFACE_SCATTERING] && flags[FLAG_SUBSURFACE_MODE_SKIN]) {
- code += ",sss_mode_skin";
+ code += ", sss_mode_skin";
}
if (shading_mode == SHADING_MODE_UNSHADED) {
- code += ",unshaded";
+ code += ", unshaded";
}
if (flags[FLAG_DISABLE_DEPTH_TEST]) {
- code += ",depth_test_disabled";
+ code += ", depth_test_disabled";
}
if (flags[FLAG_PARTICLE_TRAILS_MODE]) {
- code += ",particle_trails";
+ code += ", particle_trails";
}
if (shading_mode == SHADING_MODE_PER_VERTEX) {
- code += ",vertex_lighting";
+ code += ", vertex_lighting";
}
if (flags[FLAG_DONT_RECEIVE_SHADOWS]) {
- code += ",shadows_disabled";
+ code += ", shadows_disabled";
}
if (flags[FLAG_DISABLE_AMBIENT_LIGHT]) {
- code += ",ambient_light_disabled";
+ code += ", ambient_light_disabled";
}
if (flags[FLAG_USE_SHADOW_TO_OPACITY]) {
- code += ",shadow_to_opacity";
+ code += ", shadow_to_opacity";
}
if (flags[FLAG_DISABLE_FOG]) {
- code += ",fog_disabled";
+ code += ", fog_disabled";
}
if (transparency == TRANSPARENCY_ALPHA_DEPTH_PRE_PASS) {
- code += ",depth_prepass_alpha";
+ code += ", depth_prepass_alpha";
}
- // Although its technically possible to do alpha antialiasing without using alpha hash or alpha scissor,
+ // Although it's technically possible to do alpha antialiasing without using alpha hash or alpha scissor,
// it is restricted in the base material because it has no use, and abusing it with regular Alpha blending can
- // saturate the MSAA mask
+ // saturate the MSAA mask.
if (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR) {
- // alpha antialiasing is only useful in ALPHA_HASH or ALPHA_SCISSOR
+ // Alpha antialiasing is only useful with ALPHA_HASH or ALPHA_SCISSOR.
if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
- code += ",alpha_to_coverage";
+ code += ", alpha_to_coverage";
} else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
- code += ",alpha_to_coverage_and_one";
+ code += ", alpha_to_coverage_and_one";
}
}
code += ";\n";
- code += "uniform vec4 albedo : source_color;\n";
- code += "uniform sampler2D texture_albedo : source_color," + texfilter_str + ";\n";
+ // Generate list of uniforms.
+ code += vformat(R"(
+uniform vec4 albedo : source_color;
+uniform sampler2D texture_albedo : source_color, %s;
+)",
+ texfilter_str);
+
if (grow_enabled) {
- code += "uniform float grow;\n";
+ code += "uniform float grow : hint_range(-16.0, 16.0, 0.001);\n";
}
if (proximity_fade_enabled) {
- code += "uniform float proximity_fade_distance;\n";
+ code += "uniform float proximity_fade_distance : hint_range(0.0, 4096.0, 0.01);\n";
}
if (distance_fade != DISTANCE_FADE_DISABLED) {
- code += "uniform float distance_fade_min;\n";
- code += "uniform float distance_fade_max;\n";
+ code += R"(
+uniform float distance_fade_min : hint_range(0.0, 4096.0, 0.01);
+uniform float distance_fade_max : hint_range(0.0, 4096.0, 0.01);
+)";
}
if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
- code += "uniform float msdf_pixel_range;\n";
- code += "uniform float msdf_outline_size;\n";
+ code += R"(
+uniform float msdf_pixel_range : hint_range(1.0, 100.0, 1.0);
+uniform float msdf_outline_size : hint_range(0.0, 250.0, 1.0);
+)";
}
- // alpha scissor is only valid if there is not antialiasing edge
- // alpha hash is valid whenever, but not with alpha scissor
+ // Alpha scissor is only valid if there is no antialiasing edge.
+ // Alpha hash is valid whenever, but not with alpha scissor.
if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
- code += "uniform float alpha_scissor_threshold;\n";
+ code += "uniform float alpha_scissor_threshold : hint_range(0.0, 1.0, 0.001);\n";
} else if (transparency == TRANSPARENCY_ALPHA_HASH) {
- code += "uniform float alpha_hash_scale;\n";
+ code += "uniform float alpha_hash_scale : hint_range(0.0, 2.0, 0.01);\n";
}
- // if alpha antialiasing isn't off, add in the edge variable
+ // If alpha antialiasing isn't off, add in the edge variable.
if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF &&
(transparency == TRANSPARENCY_ALPHA_SCISSOR || transparency == TRANSPARENCY_ALPHA_HASH)) {
- code += "uniform float alpha_antialiasing_edge;\n";
- code += "uniform ivec2 albedo_texture_size;\n";
+ code += R"(
+uniform float alpha_antialiasing_edge : hint_range(0.0, 1.0, 0.01);
+uniform ivec2 albedo_texture_size;
+)";
}
- code += "uniform float point_size : hint_range(0,128);\n";
+ code += "uniform float point_size : hint_range(0.1, 128.0, 0.1);\n";
- //TODO ALL HINTS
if (!orm) {
- code += "uniform float roughness : hint_range(0,1);\n";
- code += "uniform sampler2D texture_metallic : hint_default_white," + texfilter_str + ";\n";
- code += "uniform vec4 metallic_texture_channel;\n";
+ code += vformat(R"(
+uniform float roughness : hint_range(0.0, 1.0);
+uniform sampler2D texture_metallic : hint_default_white, %s;
+uniform vec4 metallic_texture_channel;
+)",
+ texfilter_str);
switch (roughness_texture_channel) {
case TEXTURE_CHANNEL_RED: {
- code += "uniform sampler2D texture_roughness : hint_roughness_r," + texfilter_str + ";\n";
+ code += vformat("uniform sampler2D texture_roughness : hint_roughness_r, %s;\n", texfilter_str);
} break;
case TEXTURE_CHANNEL_GREEN: {
- code += "uniform sampler2D texture_roughness : hint_roughness_g," + texfilter_str + ";\n";
+ code += vformat("uniform sampler2D texture_roughness : hint_roughness_g, %s;\n", texfilter_str);
} break;
case TEXTURE_CHANNEL_BLUE: {
- code += "uniform sampler2D texture_roughness : hint_roughness_b," + texfilter_str + ";\n";
+ code += vformat("uniform sampler2D texture_roughness : hint_roughness_b, %s;\n", texfilter_str);
} break;
case TEXTURE_CHANNEL_ALPHA: {
- code += "uniform sampler2D texture_roughness : hint_roughness_a," + texfilter_str + ";\n";
+ code += vformat("uniform sampler2D texture_roughness : hint_roughness_a, %s;\n", texfilter_str);
} break;
case TEXTURE_CHANNEL_GRAYSCALE: {
- code += "uniform sampler2D texture_roughness : hint_roughness_gray," + texfilter_str + ";\n";
+ code += vformat("uniform sampler2D texture_roughness : hint_roughness_gray, %s;\n", texfilter_str);
} break;
case TEXTURE_CHANNEL_MAX:
break; // Internal value, skip.
}
- code += "uniform float specular;\n";
- code += "uniform float metallic;\n";
+ code += R"(
+uniform float specular : hint_range(0.0, 1.0, 0.01);
+uniform float metallic : hint_range(0.0, 1.0, 0.01);
+)";
} else {
- code += "uniform sampler2D texture_orm : hint_roughness_g," + texfilter_str + ";\n";
+ code += "uniform sampler2D texture_orm : hint_roughness_g, " + texfilter_str + ";\n";
}
if (billboard_mode == BILLBOARD_PARTICLES) {
- code += "uniform int particles_anim_h_frames;\n";
- code += "uniform int particles_anim_v_frames;\n";
- code += "uniform bool particles_anim_loop;\n";
+ code += R"(
+uniform int particles_anim_h_frames : hint_range(1, 128);
+uniform int particles_anim_v_frames : hint_range(1, 128);
+uniform bool particles_anim_loop;
+)";
}
if (features[FEATURE_EMISSION]) {
- code += "uniform sampler2D texture_emission : source_color, hint_default_black," + texfilter_str + ";\n";
- code += "uniform vec4 emission : source_color;\n";
- code += "uniform float emission_energy;\n";
+ code += vformat(R"(
+uniform sampler2D texture_emission : source_color, hint_default_black, %s;
+uniform vec4 emission : source_color;
+uniform float emission_energy : hint_range(0.0, 100.0, 0.01);
+)",
+ texfilter_str);
}
if (features[FEATURE_REFRACTION]) {
- code += "uniform sampler2D texture_refraction : " + texfilter_str + ";\n";
- code += "uniform float refraction : hint_range(-16,16);\n";
- code += "uniform vec4 refraction_texture_channel;\n";
+ code += vformat(R"(
+uniform sampler2D texture_refraction : %s;
+uniform float refraction : hint_range(-1.0, 1.0, 0.001);
+uniform vec4 refraction_texture_channel;
+)",
+ texfilter_str);
}
if (features[FEATURE_REFRACTION]) {
- code += "uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_linear_mipmap;";
+ code += "uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_linear_mipmap;\n";
}
if (proximity_fade_enabled) {
- code += "uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;";
+ code += "uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;\n";
}
if (features[FEATURE_NORMAL_MAPPING]) {
- code += "uniform sampler2D texture_normal : hint_roughness_normal," + texfilter_str + ";\n";
- code += "uniform float normal_scale : hint_range(-16,16);\n";
+ code += vformat(R"(
+uniform sampler2D texture_normal : hint_roughness_normal, %s;
+uniform float normal_scale : hint_range(-16.0, 16.0);
+)",
+ texfilter_str);
}
if (features[FEATURE_RIM]) {
- code += "uniform float rim : hint_range(0,1);\n";
- code += "uniform float rim_tint : hint_range(0,1);\n";
- code += "uniform sampler2D texture_rim : hint_default_white," + texfilter_str + ";\n";
+ code += vformat(R"(
+uniform float rim : hint_range(0.0, 1.0, 0.01);
+uniform float rim_tint : hint_range(0.0, 1.0, 0.01);
+uniform sampler2D texture_rim : hint_default_white, %s;
+)",
+ texfilter_str);
}
if (features[FEATURE_CLEARCOAT]) {
- code += "uniform float clearcoat : hint_range(0,1);\n";
- code += "uniform float clearcoat_roughness : hint_range(0,1);\n";
- code += "uniform sampler2D texture_clearcoat : hint_default_white," + texfilter_str + ";\n";
+ code += vformat(R"(
+uniform float clearcoat : hint_range(0.0, 1.0, 0.01);
+uniform float clearcoat_roughness : hint_range(0.0, 1.0, 0.01);
+uniform sampler2D texture_clearcoat : hint_default_white, %s;
+)",
+ texfilter_str);
}
if (features[FEATURE_ANISOTROPY]) {
- code += "uniform float anisotropy_ratio : hint_range(0,256);\n";
- code += "uniform sampler2D texture_flowmap : hint_anisotropy," + texfilter_str + ";\n";
+ code += vformat(R"(
+uniform float anisotropy_ratio : hint_range(0.0, 1.0, 0.01);
+uniform sampler2D texture_flowmap : hint_anisotropy, %s;
+)",
+ texfilter_str);
}
if (features[FEATURE_AMBIENT_OCCLUSION]) {
- code += "uniform sampler2D texture_ambient_occlusion : hint_default_white, " + texfilter_str + ";\n";
- code += "uniform vec4 ao_texture_channel;\n";
- code += "uniform float ao_light_affect;\n";
+ code += vformat(R"(
+uniform sampler2D texture_ambient_occlusion : hint_default_white, %s;
+uniform vec4 ao_texture_channel;
+uniform float ao_light_affect : hint_range(0.0, 1.0, 0.01);
+)",
+ texfilter_str);
}
if (features[FEATURE_DETAIL]) {
- code += "uniform sampler2D texture_detail_albedo : source_color," + texfilter_str + ";\n";
- code += "uniform sampler2D texture_detail_normal : hint_normal," + texfilter_str + ";\n";
- code += "uniform sampler2D texture_detail_mask : hint_default_white," + texfilter_str + ";\n";
+ code += vformat(R"(
+uniform sampler2D texture_detail_albedo : source_color, %s;
+uniform sampler2D texture_detail_normal : hint_normal, %s;
+uniform sampler2D texture_detail_mask : hint_default_white, %s;
+)",
+ texfilter_str, texfilter_str, texfilter_str);
}
if (features[FEATURE_SUBSURFACE_SCATTERING]) {
- code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n";
- code += "uniform sampler2D texture_subsurface_scattering : hint_default_white," + texfilter_str + ";\n";
+ code += vformat(R"(
+uniform float subsurface_scattering_strength : hint_range(0.0, 1.0, 0.01);
+uniform sampler2D texture_subsurface_scattering : hint_default_white, %s;
+)",
+ texfilter_str);
}
if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
- code += "uniform vec4 transmittance_color : source_color;\n";
- code += "uniform float transmittance_depth;\n";
- code += "uniform sampler2D texture_subsurface_transmittance : hint_default_white," + texfilter_str + ";\n";
- code += "uniform float transmittance_boost;\n";
+ code += vformat(R"(
+uniform vec4 transmittance_color : source_color;
+uniform float transmittance_depth : hint_range(0.001, 8.0, 0.001);
+uniform sampler2D texture_subsurface_transmittance : hint_default_white, %s;
+uniform float transmittance_boost : hint_range(0.0, 1.0, 0.01);
+)",
+ texfilter_str);
}
if (features[FEATURE_BACKLIGHT]) {
- code += "uniform vec4 backlight : source_color;\n";
- code += "uniform sampler2D texture_backlight : hint_default_black," + texfilter_str + ";\n";
+ code += vformat(R"(
+uniform vec4 backlight : source_color;
+uniform sampler2D texture_backlight : hint_default_black, %s;
+)",
+ texfilter_str);
}
if (features[FEATURE_HEIGHT_MAPPING]) {
- code += "uniform sampler2D texture_heightmap : hint_default_black," + texfilter_height_str + ";\n";
- code += "uniform float heightmap_scale;\n";
- code += "uniform int heightmap_min_layers;\n";
- code += "uniform int heightmap_max_layers;\n";
- code += "uniform vec2 heightmap_flip;\n";
+ code += vformat(R"(
+uniform sampler2D texture_heightmap : hint_default_black, %s;
+uniform float heightmap_scale : hint_range(-16.0, 16.0, 0.001);
+uniform int heightmap_min_layers : hint_range(1, 64);
+uniform int heightmap_max_layers : hint_range(1, 64);
+uniform vec2 heightmap_flip;
+)",
+ texfilter_height_str);
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
code += "varying vec3 uv1_triplanar_pos;\n";
@@ -954,132 +1006,216 @@ void BaseMaterial3D::_update_shader() {
code += "varying vec3 uv2_triplanar_pos;\n";
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "uniform float uv1_blend_sharpness;\n";
- code += "varying vec3 uv1_power_normal;\n";
+ code += R"(
+uniform float uv1_blend_sharpness : hint_range(0.0, 150.0, 0.001);
+varying vec3 uv1_power_normal;
+)";
}
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
- code += "uniform float uv2_blend_sharpness;\n";
- code += "varying vec3 uv2_power_normal;\n";
+ code += R"(uniform float uv2_blend_sharpness : hint_range(0.0, 150.0, 0.001);
+varying vec3 uv2_power_normal;
+)";
}
- code += "uniform vec3 uv1_scale;\n";
- code += "uniform vec3 uv1_offset;\n";
- code += "uniform vec3 uv2_scale;\n";
- code += "uniform vec3 uv2_offset;\n";
-
- code += "\n\n";
+ code += R"(
+uniform vec3 uv1_scale;
+uniform vec3 uv1_offset;
+uniform vec3 uv2_scale;
+uniform vec3 uv2_offset;
+)";
- code += "void vertex() {\n";
+ // Generate vertex shader.
+ code += R"(
+void vertex() {)";
if (flags[FLAG_SRGB_VERTEX_COLOR]) {
- code += " if (!OUTPUT_IS_SRGB) {\n";
- code += " COLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045)));\n";
- code += " }\n";
+ code += R"(
+ // Vertex Color is sRGB: Enabled
+ if (!OUTPUT_IS_SRGB) {
+ COLOR.rgb = mix(
+ pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)),
+ COLOR.rgb * (1.0 / 12.92),
+ lessThan(COLOR.rgb, vec3(0.04045)));
+ }
+)";
}
if (flags[FLAG_USE_POINT_SIZE]) {
- code += " POINT_SIZE=point_size;\n";
+ code += R"(
+ // Use Point Size: Enabled
+ POINT_SIZE = point_size;
+)";
}
if (shading_mode == SHADING_MODE_PER_VERTEX) {
- code += " ROUGHNESS=roughness;\n";
+ code += R"(
+ // Shading Mode: Per Vertex
+ ROUGHNESS = roughness;
+)";
}
if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += " UV=UV*uv1_scale.xy+uv1_offset.xy;\n";
+ code += R"(
+ UV = UV * uv1_scale.xy + uv1_offset.xy;
+)";
+ }
+
+ if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) {
+ // Don't add a newline if the UV assignment above is already performed,
+ // so that UV1 and UV2 are closer to each other.
+ if (flags[FLAG_UV1_USE_TRIPLANAR]) {
+ code += "\n";
+ }
+ code += R"( // Detail UV Layer: UV2
+ UV2 = UV2 * uv2_scale.xy + uv2_offset.xy;
+)";
}
switch (billboard_mode) {
case BILLBOARD_DISABLED: {
} break;
case BILLBOARD_ENABLED: {
- // MAIN_CAM_INV_VIEW_MATRIX is inverse of the camera, even on shadow passes: this ensures the billboard faces the camera when casting shadows.
- code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat4(MAIN_CAM_INV_VIEW_MATRIX[0], MAIN_CAM_INV_VIEW_MATRIX[1], MAIN_CAM_INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);\n";
-
+ // `MAIN_CAM_INV_VIEW_MATRIX` is inverse of the camera, even on shadow passes.
+ // This ensures the billboard faces the camera when casting shadows.
+ code += R"(
+ // Billboard Mode: Enabled
+ MODELVIEW_MATRIX = VIEW_MATRIX * mat4(
+ MAIN_CAM_INV_VIEW_MATRIX[0],
+ MAIN_CAM_INV_VIEW_MATRIX[1],
+ MAIN_CAM_INV_VIEW_MATRIX[2],
+ MODEL_MATRIX[3]);
+)";
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
- code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += R"(
+ // Billboard Keep Scale: Enabled
+ MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(
+ vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),
+ vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0),
+ vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0),
+ vec4(0.0, 0.0, 0.0, 1.0));
+)";
}
code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n";
} break;
case BILLBOARD_FIXED_Y: {
- // MAIN_CAM_INV_VIEW_MATRIX is inverse of the camera, even on shadow passes: this ensures the billboard faces the camera when casting shadows.
- code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat4(vec4(normalize(cross(vec3(0.0, 1.0, 0.0), MAIN_CAM_INV_VIEW_MATRIX[2].xyz)), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(normalize(cross(MAIN_CAM_INV_VIEW_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))), 0.0), MODEL_MATRIX[3]);\n";
-
+ // `MAIN_CAM_INV_VIEW_MATRIX` is inverse of the camera, even on shadow passes.
+ // This ensures the billboard faces the camera when casting shadows.
+ code += R"(
+ // Billboard Mode: Y-Billboard
+ MODELVIEW_MATRIX = VIEW_MATRIX * mat4(
+ vec4(normalize(cross(vec3(0.0, 1.0, 0.0), MAIN_CAM_INV_VIEW_MATRIX[2].xyz)), 0.0),
+ vec4(0.0, 1.0, 0.0, 0.0),
+ vec4(normalize(cross(MAIN_CAM_INV_VIEW_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))), 0.0),
+ MODEL_MATRIX[3]);
+)";
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
- code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += R"(
+ // Billboard Keep Scale: Enabled
+ MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(
+ vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),
+ vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0),
+ vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0),
+ vec4(0.0, 0.0, 0.0, 1.0));
+)";
}
code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n";
} break;
case BILLBOARD_PARTICLES: {
- //make billboard
- code += " mat4 mat_world = mat4(normalize(INV_VIEW_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]) ,normalize(INV_VIEW_MATRIX[2]), MODEL_MATRIX[3]);\n";
- //rotate by rotation
- code += " mat_world = mat_world * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
- //set modelview
+ // Make billboard and rotated by rotation.
+ code += R"(
+ // Billboard Mode: Particles
+ mat4 mat_world = mat4(
+ normalize(INV_VIEW_MATRIX[0]),
+ normalize(INV_VIEW_MATRIX[1]),
+ normalize(INV_VIEW_MATRIX[2]),
+ MODEL_MATRIX[3]);
+ mat_world = mat_world * mat4(
+ vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0),
+ vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),
+ vec4(0.0, 0.0, 1.0, 0.0),
+ vec4(0.0, 0.0, 0.0, 1.0));
+)";
+ // Set modelview.
code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat_world;\n";
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
- code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += R"(
+ // Billboard Keep Scale: Enabled
+ MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(
+ vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),
+ vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0),
+ vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0),
+ vec4(0.0, 0.0, 0.0, 1.0));
+)";
}
- //set modelview normal
- code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n";
-
- //handle animation
- code += " float h_frames = float(particles_anim_h_frames);\n";
- code += " float v_frames = float(particles_anim_v_frames);\n";
- code += " float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
- code += " float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
- code += " if (!particles_anim_loop) {\n";
- code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
- code += " } else {\n";
- code += " particle_frame = mod(particle_frame, particle_total_frames);\n";
- code += " }\n";
- code += " UV /= vec2(h_frames, v_frames);\n";
- code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames);\n";
+ // Set modelview normal and handle animation.
+ code += R"(
+ MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);
+
+ float h_frames = float(particles_anim_h_frames);
+ float v_frames = float(particles_anim_v_frames);
+ float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);
+ float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));
+ if (!particles_anim_loop) {
+ particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);
+ } else {
+ particle_frame = mod(particle_frame, particle_total_frames);
+ }
+ UV /= vec2(h_frames, v_frames);
+ UV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames);
+)";
} break;
case BILLBOARD_MAX:
break; // Internal value, skip.
}
if (flags[FLAG_FIXED_SIZE]) {
- code += " if (PROJECTION_MATRIX[3][3] != 0.0) {\n";
- //orthogonal matrix, try to do about the same
- //with viewport size
- code += " float h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));\n";
- code += " float sc = (h * 2.0); //consistent with Y-fov\n";
- code += " MODELVIEW_MATRIX[0]*=sc;\n";
- code += " MODELVIEW_MATRIX[1]*=sc;\n";
- code += " MODELVIEW_MATRIX[2]*=sc;\n";
- code += " } else {\n";
- //just scale by depth
- code += " float sc = -(MODELVIEW_MATRIX)[3].z;\n";
- code += " MODELVIEW_MATRIX[0]*=sc;\n";
- code += " MODELVIEW_MATRIX[1]*=sc;\n";
- code += " MODELVIEW_MATRIX[2]*=sc;\n";
- code += " }\n";
+ code += R"(
+ // Fixed Size: Enabled
+ if (PROJECTION_MATRIX[3][3] != 0.0) {
+ // Orthogonal matrix; try to do about the same with viewport size.
+ float h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));
+ // Consistent with vertical FOV (Keep Height).
+ float sc = (h * 2.0);
+ MODELVIEW_MATRIX[0] *= sc;
+ MODELVIEW_MATRIX[1] *= sc;
+ MODELVIEW_MATRIX[2] *= sc;
+ } else {
+ // Scale by depth.
+ float sc = -(MODELVIEW_MATRIX)[3].z;
+ MODELVIEW_MATRIX[0] *= sc;
+ MODELVIEW_MATRIX[1] *= sc;
+ MODELVIEW_MATRIX[2] *= sc;
}
-
- if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) {
- code += " UV2=UV2*uv2_scale.xy+uv2_offset.xy;\n";
+)";
}
+
if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
- //generate tangent and binormal in world space
+ // Generate tangent and binormal in world space.
if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
- code += " vec3 normal = MODEL_NORMAL_MATRIX * NORMAL;\n";
+ code += R"(
+ vec3 normal = MODEL_NORMAL_MATRIX * NORMAL;
+)";
} else {
- code += " vec3 normal = NORMAL;\n";
- }
- code += " TANGENT = vec3(0.0,0.0,-1.0) * abs(normal.x);\n";
- code += " TANGENT+= vec3(1.0,0.0,0.0) * abs(normal.y);\n";
- code += " TANGENT+= vec3(1.0,0.0,0.0) * abs(normal.z);\n";
+ code += R"(
+ vec3 normal = NORMAL;
+)";
+ }
+ code += R"(
+ TANGENT = vec3(0.0, 0.0, -1.0) * abs(normal.x);
+ TANGENT += vec3(1.0, 0.0, 0.0) * abs(normal.y);
+ TANGENT += vec3(1.0, 0.0, 0.0) * abs(normal.z);
+)";
if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
code += " TANGENT = inverse(MODEL_NORMAL_MATRIX) * normalize(TANGENT);\n";
} else {
code += " TANGENT = normalize(TANGENT);\n";
}
- code += " BINORMAL = vec3(0.0,1.0,0.0) * abs(normal.x);\n";
- code += " BINORMAL+= vec3(0.0,0.0,-1.0) * abs(normal.y);\n";
- code += " BINORMAL+= vec3(0.0,1.0,0.0) * abs(normal.z);\n";
+ code += R"(
+ BINORMAL = vec3(0.0, 1.0, 0.0) * abs(normal.x);
+ BINORMAL += vec3(0.0, 0.0, -1.0) * abs(normal.y);
+ BINORMAL += vec3(0.0, 1.0, 0.0) * abs(normal.z);
+)";
if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
code += " BINORMAL = inverse(MODEL_NORMAL_MATRIX) * normalize(BINORMAL);\n";
} else {
@@ -1089,58 +1225,89 @@ void BaseMaterial3D::_update_shader() {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
- code += " uv1_power_normal=pow(abs(normal),vec3(uv1_blend_sharpness));\n";
- code += " uv1_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n";
+ code += R"(
+ // UV1 Triplanar: Enabled (with World Triplanar)
+ uv1_power_normal = pow(abs(normal), vec3(uv1_blend_sharpness));
+ uv1_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz * uv1_scale + uv1_offset;
+)";
} else {
- code += " uv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";
- code += " uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n";
+ code += R"(
+ // UV1 Triplanar: Enabled
+ uv1_power_normal = pow(abs(NORMAL), vec3(uv1_blend_sharpness));
+ uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;
+)";
}
- code += " uv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n";
- code += " uv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
+ code += R"( uv1_power_normal /= dot(uv1_power_normal, vec3(1.0));
+ uv1_triplanar_pos *= vec3(1.0, -1.0, 1.0);
+)";
}
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) {
- code += " uv2_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n";
- code += " uv2_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n";
+ code += R"(
+ // UV2 Triplanar: Enabled (with World Triplanar)
+ uv2_power_normal = pow(abs(mat3(MODEL_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));
+ uv2_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz * uv2_scale + uv2_offset;
+)";
} else {
- code += " uv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";
- code += " uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n";
+ code += R"(
+ // UV2 Triplanar: Enabled
+ uv2_power_normal = pow(abs(NORMAL), vec3(uv2_blend_sharpness));
+ uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;
+)";
}
- code += " uv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n";
- code += " uv2_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
+ code += R"( uv2_power_normal /= dot(uv2_power_normal, vec3(1.0));
+ uv2_triplanar_pos *= vec3(1.0, -1.0, 1.0);
+)";
}
if (grow_enabled) {
- code += " VERTEX+=NORMAL*grow;\n";
+ code += R"(
+ // Grow: Enabled
+ VERTEX += NORMAL * grow;
+)";
}
code += "}\n";
- code += "\n\n";
+
if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
- code += "float msdf_median(float r, float g, float b, float a) {\n";
- code += " return min(max(min(r, g), min(max(r, g), b)), a);\n";
- code += "}\n";
+ code += R"(
+float msdf_median(float r, float g, float b, float a) {
+ return min(max(min(r, g), min(max(r, g), b)), a);
+}
+)";
}
- code += "\n\n";
+
if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
- code += "vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_triplanar_pos) {\n";
- code += " vec4 samp=vec4(0.0);\n";
- code += " samp+= texture(p_sampler,p_triplanar_pos.xy) * p_weights.z;\n";
- code += " samp+= texture(p_sampler,p_triplanar_pos.xz) * p_weights.y;\n";
- code += " samp+= texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x;\n";
- code += " return samp;\n";
- code += "}\n";
+ code += R"(
+vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {
+ vec4 samp = vec4(0.0);
+ samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;
+ samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;
+ samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;
+ return samp;
+}
+)";
}
- code += "\n\n";
- code += "void fragment() {\n";
+
+ // Generate fragment shader.
+ code += R"(
+void fragment() {)";
if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += " vec2 base_uv = UV;\n";
+ code += R"(
+ vec2 base_uv = UV;
+)";
}
if ((features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) || (features[FEATURE_AMBIENT_OCCLUSION] && flags[FLAG_AO_ON_UV2]) || (features[FEATURE_EMISSION] && flags[FLAG_EMISSION_ON_UV2])) {
- code += " vec2 base_uv2 = UV2;\n";
+ // Don't add a newline if the UV assignment above is already performed,
+ // so that UV1 and UV2 are closer to each other.
+ if (flags[FLAG_UV1_USE_TRIPLANAR]) {
+ code += "\n";
+ }
+ code += R"( vec2 base_uv2 = UV2;
+)";
}
if (features[FEATURE_HEIGHT_MAPPING] && flags[FLAG_UV1_USE_TRIPLANAR]) {
@@ -1157,42 +1324,57 @@ void BaseMaterial3D::_update_shader() {
}
}
- if (!RenderingServer::get_singleton()->is_low_end() && features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //heightmap not supported with triplanar
- code += " {\n";
- code += " vec3 view_dir = normalize(normalize(-VERTEX + EYE_OFFSET) * mat3(TANGENT * heightmap_flip.x, -BINORMAL * heightmap_flip.y, NORMAL));\n"; // binormal is negative due to mikktspace, flip 'unflips' it ;-)
+ // Heightmapping isn't supported at the same time as triplanar mapping.
+ if (!RenderingServer::get_singleton()->is_low_end() && features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) {
+ // Binormal is negative due to mikktspace. Flipping it "unflips" it.
+ code += R"(
+ {
+ // Height: Enabled
+ vec3 view_dir = normalize(normalize(-VERTEX + EYE_OFFSET) * mat3(TANGENT * heightmap_flip.x, -BINORMAL * heightmap_flip.y, NORMAL));
+)";
if (deep_parallax) {
- code += " float num_layers = mix(float(heightmap_max_layers),float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
- code += " float layer_depth = 1.0 / num_layers;\n";
- code += " float current_layer_depth = 0.0;\n";
// Multiply the heightmap scale by 0.01 to improve heightmap scale usability.
- code += " vec2 P = view_dir.xy * heightmap_scale * 0.01;\n";
- code += " vec2 delta = P / num_layers;\n";
- code += " vec2 ofs = base_uv;\n";
+ code += R"(
+ // Height Deep Parallax: Enabled
+ float num_layers = mix(float(heightmap_max_layers), float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));
+ float layer_depth = 1.0 / num_layers;
+ float current_layer_depth = 0.0;
+ vec2 p = view_dir.xy * heightmap_scale * 0.01;
+ vec2 delta = p / num_layers;
+ vec2 ofs = base_uv;
+)";
if (flags[FLAG_INVERT_HEIGHTMAP]) {
code += " float depth = texture(texture_heightmap, ofs).r;\n";
} else {
code += " float depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
}
- code += " float current_depth = 0.0;\n";
- code += " while(current_depth < depth) {\n";
- code += " ofs -= delta;\n";
+ code += R"(
+ float current_depth = 0.0;
+ while (current_depth < depth) {
+ ofs -= delta;
+)";
if (flags[FLAG_INVERT_HEIGHTMAP]) {
code += " depth = texture(texture_heightmap, ofs).r;\n";
} else {
code += " depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
}
- code += " current_depth += layer_depth;\n";
- code += " }\n";
- code += " vec2 prev_ofs = ofs + delta;\n";
- code += " float after_depth = depth - current_depth;\n";
+ code += R"(
+ current_depth += layer_depth;
+ }
+
+ vec2 prev_ofs = ofs + delta;
+ float after_depth = depth - current_depth;
+)";
if (flags[FLAG_INVERT_HEIGHTMAP]) {
code += " float before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth;\n";
} else {
- code += " float before_depth = ( 1.0 - texture(texture_heightmap, prev_ofs).r ) - current_depth + layer_depth;\n";
+ code += " float before_depth = (1.0 - texture(texture_heightmap, prev_ofs).r) - current_depth + layer_depth;\n";
}
- code += " float weight = after_depth / (after_depth - before_depth);\n";
- code += " ofs = mix(ofs,prev_ofs,weight);\n";
+ code += R"(
+ float weight = after_depth / (after_depth - before_depth);
+ ofs = mix(ofs, prev_ofs, weight);
+)";
} else {
if (flags[FLAG_INVERT_HEIGHTMAP]) {
@@ -1206,28 +1388,41 @@ void BaseMaterial3D::_update_shader() {
code += " vec2 ofs = base_uv - view_dir.xy * depth * heightmap_scale * 0.01;\n";
}
- code += " base_uv=ofs;\n";
+ code += " base_uv = ofs;\n";
if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) {
- code += " base_uv2-=ofs;\n";
+ code += " base_uv2 -= ofs;\n";
}
code += " }\n";
}
if (flags[FLAG_USE_POINT_SIZE]) {
- code += " vec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n";
+ code += R"(
+ // Use Point Size: Enabled
+ vec4 albedo_tex = texture(texture_albedo, POINT_COORD);
+)";
} else {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += " vec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_triplanar_pos);\n";
+ code += R"(
+ vec4 albedo_tex = triplanar_texture(texture_albedo, uv1_power_normal, uv1_triplanar_pos);
+)";
} else {
- code += " vec4 albedo_tex = texture(texture_albedo,base_uv);\n";
+ code += R"(
+ vec4 albedo_tex = texture(texture_albedo, base_uv);
+)";
}
}
if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
- code += " {\n";
- code += " albedo_tex.rgb = mix(vec3(1.0 + 0.055) * pow(albedo_tex.rgb, vec3(1.0 / 2.4)) - vec3(0.055), vec3(12.92) * albedo_tex.rgb.rgb, lessThan(albedo_tex.rgb, vec3(0.0031308)));\n";
- code += " vec2 msdf_size = vec2(msdf_pixel_range) / vec2(textureSize(texture_albedo, 0));\n";
+ code += R"(
+ {
+ // Albedo Texture MSDF: Enabled
+ albedo_tex.rgb = mix(
+ vec3(1.0 + 0.055) * pow(albedo_tex.rgb, vec3(1.0 / 2.4)) - vec3(0.055),
+ vec3(12.92) * albedo_tex.rgb,
+ lessThan(albedo_tex.rgb, vec3(0.0031308)));
+ vec2 msdf_size = vec2(msdf_pixel_range) / vec2(textureSize(texture_albedo, 0));
+)";
if (flags[FLAG_USE_POINT_SIZE]) {
code += " vec2 dest_size = vec2(1.0) / fwidth(POINT_COORD);\n";
} else {
@@ -1237,120 +1432,175 @@ void BaseMaterial3D::_update_shader() {
code += " vec2 dest_size = vec2(1.0) / fwidth(base_uv);\n";
}
}
- code += " float px_size = max(0.5 * dot(msdf_size, dest_size), 1.0);\n";
- code += " float d = msdf_median(albedo_tex.r, albedo_tex.g, albedo_tex.b, albedo_tex.a) - 0.5;\n";
- code += " if (msdf_outline_size > 0.0) {\n";
- code += " float cr = clamp(msdf_outline_size, 0.0, msdf_pixel_range / 2.0) / msdf_pixel_range;\n";
- code += " albedo_tex.a = clamp((d + cr) * px_size, 0.0, 1.0);\n";
- code += " } else {\n";
- code += " albedo_tex.a = clamp(d * px_size + 0.5, 0.0, 1.0);\n";
- code += " }\n";
- code += " albedo_tex.rgb = vec3(1.0);\n";
- code += " }\n";
+ code += R"(
+ float px_size = max(0.5 * dot(msdf_size, dest_size), 1.0);
+ float d = msdf_median(albedo_tex.r, albedo_tex.g, albedo_tex.b, albedo_tex.a) - 0.5;
+ if (msdf_outline_size > 0.0) {
+ float cr = clamp(msdf_outline_size, 0.0, msdf_pixel_range / 2.0) / msdf_pixel_range;
+ albedo_tex.a = clamp((d + cr) * px_size, 0.0, 1.0);
+ } else {
+ albedo_tex.a = clamp(d * px_size + 0.5, 0.0, 1.0);
+ }
+ albedo_tex.rgb = vec3(1.0);
+ }
+)";
} else if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) {
- code += " albedo_tex.rgb = mix(pow((albedo_tex.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)),vec3(2.4)),albedo_tex.rgb.rgb * (1.0 / 12.92),lessThan(albedo_tex.rgb,vec3(0.04045)));\n";
+ code += R"(
+ // Albedo Texture Force sRGB: Enabled
+ albedo_tex.rgb = mix(
+ pow((albedo_tex.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)),
+ albedo_tex.rgb.rgb * (1.0 / 12.92),
+ lessThan(albedo_tex.rgb, vec3(0.04045)));
+)";
}
if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
- code += " albedo_tex *= COLOR;\n";
+ code += R"(
+ // Vertex Color Use as Albedo: Enabled
+ albedo_tex *= COLOR;
+
+)";
}
code += " ALBEDO = albedo.rgb * albedo_tex.rgb;\n";
if (!orm) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += " float metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_triplanar_pos),metallic_texture_channel);\n";
+ code += R"(
+ float metallic_tex = dot(triplanar_texture(texture_metallic, uv1_power_normal, uv1_triplanar_pos), metallic_texture_channel);
+)";
} else {
- code += " float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);\n";
+ code += R"(
+ float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel);
+)";
}
- code += " METALLIC = metallic_tex * metallic;\n";
+ code += R"( METALLIC = metallic_tex * metallic;
+ SPECULAR = specular;
+)";
switch (roughness_texture_channel) {
case TEXTURE_CHANNEL_RED: {
- code += " vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);\n";
+ code += R"(
+ vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
+)";
} break;
case TEXTURE_CHANNEL_GREEN: {
- code += " vec4 roughness_texture_channel = vec4(0.0,1.0,0.0,0.0);\n";
+ code += R"(
+ vec4 roughness_texture_channel = vec4(0.0, 1.0, 0.0, 0.0);
+)";
} break;
case TEXTURE_CHANNEL_BLUE: {
- code += " vec4 roughness_texture_channel = vec4(0.0,0.0,1.0,0.0);\n";
+ code += R"(
+ vec4 roughness_texture_channel = vec4(0.0, 0.0, 1.0, 0.0);
+)";
} break;
case TEXTURE_CHANNEL_ALPHA: {
- code += " vec4 roughness_texture_channel = vec4(0.0,0.0,0.0,1.0);\n";
+ code += R"(
+ vec4 roughness_texture_channel = vec4(0.0, 0.0, 0.0, 1.0);
+)";
} break;
case TEXTURE_CHANNEL_GRAYSCALE: {
- code += " vec4 roughness_texture_channel = vec4(0.333333,0.333333,0.333333,0.0);\n";
+ code += R"(
+ vec4 roughness_texture_channel = vec4(0.333333, 0.333333, 0.333333, 0.0);
+)";
} break;
case TEXTURE_CHANNEL_MAX:
break; // Internal value, skip.
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += " float roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_triplanar_pos),roughness_texture_channel);\n";
+ code += " float roughness_tex = dot(triplanar_texture(texture_roughness, uv1_power_normal, uv1_triplanar_pos), roughness_texture_channel);\n";
} else {
- code += " float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);\n";
+ code += " float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);\n";
}
- code += " ROUGHNESS = roughness_tex * roughness;\n";
- code += " SPECULAR = specular;\n";
+ code += R"( ROUGHNESS = roughness_tex * roughness;
+)";
} else {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += " vec4 orm_tex = triplanar_texture(texture_orm,uv1_power_normal,uv1_triplanar_pos);\n";
+ code += R"(
+ vec4 orm_tex = triplanar_texture(texture_orm, uv1_power_normal, uv1_triplanar_pos);
+)";
} else {
- code += " vec4 orm_tex = texture(texture_orm,base_uv);\n";
+ code += R"(
+ vec4 orm_tex = texture(texture_orm, base_uv);
+)";
}
- code += " ROUGHNESS = orm_tex.g;\n";
- code += " METALLIC = orm_tex.b;\n";
+ code += R"( ROUGHNESS = orm_tex.g;
+ METALLIC = orm_tex.b;
+)";
}
if (features[FEATURE_NORMAL_MAPPING]) {
+ code += R"(
+ // Normal Map: Enabled
+)";
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += " NORMAL_MAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
+ code += " NORMAL_MAP = triplanar_texture(texture_normal, uv1_power_normal, uv1_triplanar_pos).rgb;\n";
} else {
- code += " NORMAL_MAP = texture(texture_normal,base_uv).rgb;\n";
+ code += " NORMAL_MAP = texture(texture_normal, base_uv).rgb;\n";
}
code += " NORMAL_MAP_DEPTH = normal_scale;\n";
}
if (features[FEATURE_EMISSION]) {
+ code += R"(
+ // Emission: Enabled
+)";
if (flags[FLAG_EMISSION_ON_UV2]) {
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
- code += " vec3 emission_tex = triplanar_texture(texture_emission,uv2_power_normal,uv2_triplanar_pos).rgb;\n";
+ code += " vec3 emission_tex = triplanar_texture(texture_emission, uv2_power_normal, uv2_triplanar_pos).rgb;\n";
} else {
- code += " vec3 emission_tex = texture(texture_emission,base_uv2).rgb;\n";
+ code += " vec3 emission_tex = texture(texture_emission, base_uv2).rgb;\n";
}
} else {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += " vec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
+ code += " vec3 emission_tex = triplanar_texture(texture_emission, uv1_power_normal, uv1_triplanar_pos).rgb;\n";
} else {
- code += " vec3 emission_tex = texture(texture_emission,base_uv).rgb;\n";
+ code += " vec3 emission_tex = texture(texture_emission, base_uv).rgb;\n";
}
}
if (emission_op == EMISSION_OP_ADD) {
- code += " EMISSION = (emission.rgb+emission_tex)*emission_energy;\n";
+ code += R"( // Emission Operator: Add
+ EMISSION = (emission.rgb + emission_tex) * emission_energy;
+)";
} else {
- code += " EMISSION = (emission.rgb*emission_tex)*emission_energy;\n";
+ code += R"( // Emission Operator: Multiply
+ EMISSION = (emission.rgb * emission_tex) * emission_energy;
+)";
}
}
if (features[FEATURE_REFRACTION]) {
if (features[FEATURE_NORMAL_MAPPING]) {
- code += " vec3 unpacked_normal = NORMAL_MAP;\n";
- code += " unpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;\n";
- code += " unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));\n";
- code += " vec3 ref_normal = normalize( mix(NORMAL,TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,NORMAL_MAP_DEPTH) );\n";
+ code += R"(
+ // Refraction: Enabled (with normal map texture)
+ vec3 unpacked_normal = NORMAL_MAP;
+ unpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;
+ unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));
+ vec3 ref_normal = normalize(mix(
+ NORMAL,
+ TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,
+ NORMAL_MAP_DEPTH));
+)";
} else {
- code += " vec3 ref_normal = NORMAL;\n";
+ code += R"(
+ // Refraction: Enabled
+ vec3 ref_normal = NORMAL;
+)";
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(triplanar_texture(texture_refraction,uv1_power_normal,uv1_triplanar_pos),refraction_texture_channel) * refraction;\n";
+ code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(triplanar_texture(texture_refraction, uv1_power_normal, uv1_triplanar_pos), refraction_texture_channel) * refraction;\n";
} else {
- code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction,base_uv),refraction_texture_channel) * refraction;\n";
+ code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction, base_uv), refraction_texture_channel) * refraction;\n";
}
- code += " float ref_amount = 1.0 - albedo.a * albedo_tex.a;\n";
- code += " EMISSION += textureLod(screen_texture,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount * EXPOSURE;\n";
- code += " ALBEDO *= 1.0 - ref_amount;\n";
- code += " ALPHA = 1.0;\n";
+ code += R"(
+ float ref_amount = 1.0 - albedo.a * albedo_tex.a;
+ EMISSION += textureLod(screen_texture, ref_ofs, ROUGHNESS * 8.0).rgb * ref_amount * EXPOSURE;
+ ALBEDO *= 1.0 - ref_amount;
+ // Force transparency on the material (required for refraction).
+ ALPHA = 1.0;
+)";
} else if (transparency != TRANSPARENCY_DISABLED || flags[FLAG_USE_SHADOW_TO_OPACITY] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) {
code += " ALPHA *= albedo.a * albedo_tex.a;\n";
@@ -1366,10 +1616,13 @@ void BaseMaterial3D::_update_shader() {
}
if (proximity_fade_enabled) {
- code += " float depth_tex = textureLod(depth_texture,SCREEN_UV,0.0).r;\n";
- code += " vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex,1.0);\n";
- code += " world_pos.xyz/=world_pos.w;\n";
- code += " ALPHA*=clamp(1.0-smoothstep(world_pos.z+proximity_fade_distance,world_pos.z,VERTEX.z),0.0,1.0);\n";
+ code += R"(
+ // Proximity Fade: Enabled
+ float depth_tex = textureLod(depth_texture, SCREEN_UV, 0.0).r;
+ vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, depth_tex, 1.0);
+ world_pos.xyz /= world_pos.w;
+ ALPHA *= clamp(1.0 - smoothstep(world_pos.z + proximity_fade_distance, world_pos.z, VERTEX.z), 0.0, 1.0);
+)";
}
if (distance_fade != DISTANCE_FADE_DISABLED) {
@@ -1377,72 +1630,96 @@ void BaseMaterial3D::_update_shader() {
// (Z distance), so that the fade is always the same regardless of the camera angle.
if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
if (!RenderingServer::get_singleton()->is_low_end()) {
- code += " {\n";
+ code += "\n {";
if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
- code += " float fade_distance = length((VIEW_MATRIX * MODEL_MATRIX[3]));\n";
+ code += R"(
+ // Distance Fade: Object Dither
+ float fade_distance = length((VIEW_MATRIX * MODEL_MATRIX[3]));
+)";
} else {
- code += " float fade_distance = length(VERTEX);\n";
+ code += R"(
+ // Distance Fade: Pixel Dither
+ float fade_distance = length(VERTEX);
+)";
}
- // Use interleaved gradient noise, which is fast but still looks good.
- code += " const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);";
- code += " float fade = clamp(smoothstep(distance_fade_min, distance_fade_max, fade_distance), 0.0, 1.0);\n";
- // Use a hard cap to prevent a few stray pixels from remaining when past the fade-out distance.
- code += " if (fade < 0.001 || fade < fract(magic.z * fract(dot(FRAGCOORD.xy, magic.xy)))) {\n";
- code += " discard;\n";
- code += " }\n";
-
- code += " }\n\n";
+ code += R"(
+ // Use interleaved gradient noise, which is fast but still looks good.
+ const vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189);
+ float fade = clamp(smoothstep(distance_fade_min, distance_fade_max, fade_distance), 0.0, 1.0);
+ // Use a hard cap to prevent a few stray pixels from remaining when past the fade-out distance.
+ if (fade < 0.001 || fade < fract(magic.z * fract(dot(FRAGCOORD.xy, magic.xy)))) {
+ discard;
+ }
+ }
+)";
}
-
} else {
- code += " ALPHA *= clamp(smoothstep(distance_fade_min, distance_fade_max, length(VERTEX)), 0.0, 1.0);\n";
+ code += R"(
+ // Distance Fade: Pixel Alpha
+ ALPHA *= clamp(smoothstep(distance_fade_min, distance_fade_max, length(VERTEX)), 0.0, 1.0);
+)";
}
}
if (features[FEATURE_RIM]) {
+ code += R"(
+ // Rim: Enabled
+)";
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += " vec2 rim_tex = triplanar_texture(texture_rim,uv1_power_normal,uv1_triplanar_pos).xy;\n";
+ code += " vec2 rim_tex = triplanar_texture(texture_rim, uv1_power_normal, uv1_triplanar_pos).xy;\n";
} else {
- code += " vec2 rim_tex = texture(texture_rim,base_uv).xy;\n";
+ code += " vec2 rim_tex = texture(texture_rim, base_uv).xy;\n";
}
- code += " RIM = rim*rim_tex.x;";
- code += " RIM_TINT = rim_tint*rim_tex.y;\n";
+ code += R"( RIM = rim * rim_tex.x;
+ RIM_TINT = rim_tint * rim_tex.y;
+)";
}
if (features[FEATURE_CLEARCOAT]) {
+ code += R"(
+ // Clearcoat: Enabled
+)";
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += " vec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_triplanar_pos).xy;\n";
+ code += " vec2 clearcoat_tex = triplanar_texture(texture_clearcoat, uv1_power_normal, uv1_triplanar_pos).xy;\n";
} else {
- code += " vec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n";
+ code += " vec2 clearcoat_tex = texture(texture_clearcoat, base_uv).xy;\n";
}
- code += " CLEARCOAT = clearcoat*clearcoat_tex.x;";
- code += " CLEARCOAT_ROUGHNESS = clearcoat_roughness*clearcoat_tex.y;\n";
+ code += R"( CLEARCOAT = clearcoat * clearcoat_tex.x;
+ CLEARCOAT_ROUGHNESS = clearcoat_roughness * clearcoat_tex.y;
+)";
}
if (features[FEATURE_ANISOTROPY]) {
+ code += R"(
+ // Anisotropy: Enabled
+)";
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += " vec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_triplanar_pos).rga;\n";
+ code += " vec3 anisotropy_tex = triplanar_texture(texture_flowmap, uv1_power_normal, uv1_triplanar_pos).rga;\n";
} else {
- code += " vec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga;\n";
+ code += " vec3 anisotropy_tex = texture(texture_flowmap, base_uv).rga;\n";
}
- code += " ANISOTROPY = anisotropy_ratio*anisotropy_tex.b;\n";
- code += " ANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n";
+ code += R"( ANISOTROPY = anisotropy_ratio * anisotropy_tex.b;
+ ANISOTROPY_FLOW = anisotropy_tex.rg * 2.0 - 1.0;
+)";
}
if (features[FEATURE_AMBIENT_OCCLUSION]) {
+ code += R"(
+ // Ambient Occlusion: Enabled
+)";
if (!orm) {
if (flags[FLAG_AO_ON_UV2]) {
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
- code += " AO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel);\n";
+ code += " AO = dot(triplanar_texture(texture_ambient_occlusion, uv2_power_normal, uv2_triplanar_pos), ao_texture_channel);\n";
} else {
- code += " AO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel);\n";
+ code += " AO = dot(texture(texture_ambient_occlusion, base_uv2), ao_texture_channel);\n";
}
} else {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += " AO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_triplanar_pos),ao_texture_channel);\n";
+ code += " AO = dot(triplanar_texture(texture_ambient_occlusion, uv1_power_normal, uv1_triplanar_pos), ao_texture_channel);\n";
} else {
- code += " AO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n";
+ code += " AO = dot(texture(texture_ambient_occlusion, base_uv), ao_texture_channel);\n";
}
}
} else {
@@ -1453,75 +1730,103 @@ void BaseMaterial3D::_update_shader() {
}
if (features[FEATURE_SUBSURFACE_SCATTERING]) {
+ code += R"(
+ // Subsurface Scattering: Enabled
+)";
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += " float sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_triplanar_pos).r;\n";
+ code += " float sss_tex = triplanar_texture(texture_subsurface_scattering, uv1_power_normal, uv1_triplanar_pos).r;\n";
} else {
- code += " float sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n";
+ code += " float sss_tex = texture(texture_subsurface_scattering, base_uv).r;\n";
}
- code += " SSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n";
+ code += " SSS_STRENGTH = subsurface_scattering_strength * sss_tex;\n";
}
if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
+ code += R"(
+ // Subsurface Scattering Transmittance: Enabled
+)";
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += " vec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance,uv1_power_normal,uv1_triplanar_pos);\n";
+ code += " vec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance, uv1_power_normal, uv1_triplanar_pos);\n";
} else {
- code += " vec4 trans_color_tex = texture(texture_subsurface_transmittance,base_uv);\n";
+ code += " vec4 trans_color_tex = texture(texture_subsurface_transmittance, base_uv);\n";
}
- code += " SSS_TRANSMITTANCE_COLOR=transmittance_color*trans_color_tex;\n";
+ code += " SSS_TRANSMITTANCE_COLOR = transmittance_color * trans_color_tex;\n";
- code += " SSS_TRANSMITTANCE_DEPTH=transmittance_depth;\n";
- code += " SSS_TRANSMITTANCE_BOOST=transmittance_boost;\n";
+ code += R"( SSS_TRANSMITTANCE_DEPTH = transmittance_depth;
+ SSS_TRANSMITTANCE_BOOST = transmittance_boost;
+)";
}
if (features[FEATURE_BACKLIGHT]) {
+ code += R"(
+ // Backlight: Enabled
+)";
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += " vec3 backlight_tex = triplanar_texture(texture_backlight,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
+ code += " vec3 backlight_tex = triplanar_texture(texture_backlight, uv1_power_normal, uv1_triplanar_pos).rgb;\n";
} else {
- code += " vec3 backlight_tex = texture(texture_backlight,base_uv).rgb;\n";
+ code += " vec3 backlight_tex = texture(texture_backlight, base_uv).rgb;\n";
}
- code += " BACKLIGHT = (backlight.rgb+backlight_tex);\n";
+ code += " BACKLIGHT = (backlight.rgb + backlight_tex);\n";
}
if (features[FEATURE_DETAIL]) {
- bool triplanar = (flags[FLAG_UV1_USE_TRIPLANAR] && detail_uv == DETAIL_UV_1) || (flags[FLAG_UV2_USE_TRIPLANAR] && detail_uv == DETAIL_UV_2);
-
+ code += R"(
+ // Detail: Enabled
+)";
+ const bool triplanar = (flags[FLAG_UV1_USE_TRIPLANAR] && detail_uv == DETAIL_UV_1) || (flags[FLAG_UV2_USE_TRIPLANAR] && detail_uv == DETAIL_UV_2);
if (triplanar) {
- String tp_uv = detail_uv == DETAIL_UV_1 ? "uv1" : "uv2";
- code += " vec4 detail_tex = triplanar_texture(texture_detail_albedo," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
- code += " vec4 detail_norm_tex = triplanar_texture(texture_detail_normal," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
-
+ const String tp_uv = detail_uv == DETAIL_UV_1 ? "uv1" : "uv2";
+ code += vformat(R"( vec4 detail_tex = triplanar_texture(texture_detail_albedo, %s_power_normal, %s_triplanar_pos);
+ vec4 detail_norm_tex = triplanar_texture(texture_detail_normal, %s_power_normal, %s_triplanar_pos);
+)",
+ tp_uv, tp_uv, tp_uv, tp_uv);
} else {
- String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2";
- code += " vec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n";
- code += " vec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n";
+ const String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2";
+ code += vformat(R"( vec4 detail_tex = texture(texture_detail_albedo, %s);
+ vec4 detail_norm_tex = texture(texture_detail_normal, %s);
+)",
+ det_uv, det_uv);
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += " vec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal,uv1_triplanar_pos);\n";
+ code += " vec4 detail_mask_tex = triplanar_texture(texture_detail_mask, uv1_power_normal, uv1_triplanar_pos);\n";
} else {
- code += " vec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n";
+ code += " vec4 detail_mask_tex = texture(texture_detail_mask, base_uv);\n";
}
switch (detail_blend_mode) {
case BLEND_MODE_MIX: {
- code += " vec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);\n";
+ code += R"(
+ // Detail Blend Mode: Mix
+ vec3 detail = mix(ALBEDO.rgb, detail_tex.rgb, detail_tex.a);
+)";
} break;
case BLEND_MODE_ADD: {
- code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a);\n";
+ code += R"(
+ // Detail Blend Mode: Add
+ vec3 detail = mix(ALBEDO.rgb, ALBEDO.rgb + detail_tex.rgb, detail_tex.a);
+)";
} break;
case BLEND_MODE_SUB: {
- code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a);\n";
+ code += R"(
+ // Detail Blend Mode: Subtract
+ vec3 detail = mix(ALBEDO.rgb, ALBEDO.rgb - detail_tex.rgb, detail_tex.a);
+)";
} break;
case BLEND_MODE_MUL: {
- code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n";
+ code += R"(
+ // Detail Blend Mode: Multiply
+ vec3 detail = mix(ALBEDO.rgb, ALBEDO.rgb * detail_tex.rgb, detail_tex.a);
+)";
} break;
case BLEND_MODE_MAX:
break; // Internal value, skip.
}
- code += " vec3 detail_norm = mix(NORMAL_MAP,detail_norm_tex.rgb,detail_tex.a);\n";
- code += " NORMAL_MAP = mix(NORMAL_MAP,detail_norm,detail_mask_tex.r);\n";
- code += " ALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
+ code += R"( vec3 detail_norm = mix(NORMAL_MAP, detail_norm_tex.rgb, detail_tex.a);
+ NORMAL_MAP = mix(NORMAL_MAP, detail_norm, detail_mask_tex.r);
+ ALBEDO.rgb = mix(ALBEDO.rgb, detail, detail_mask_tex.r);
+)";
}
code += "}\n";