xrjamfeb2025/scenes/world_grab_demo/particleemission.gdshader

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// NOTE: Shader automatically converted from Godot Engine 4.3.stable's StandardMaterial3D.
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx, vertex_lighting;
uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
uniform float point_size : hint_range(0.1, 128.0, 0.1);
uniform float roughness : hint_range(0.0, 1.0);
uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable;
uniform float specular : hint_range(0.0, 1.0, 0.01);
uniform float metallic : hint_range(0.0, 1.0, 0.01);
uniform sampler2D texture_emission : source_color, hint_default_black, filter_linear_mipmap, repeat_enable;
uniform vec4 emission : source_color;
uniform float emission_energy : hint_range(0.0, 100.0, 0.01);
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
// 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)));
}
// Shading Mode: Per Vertex
ROUGHNESS = roughness;
UV = UV * uv1_scale.xy + uv1_offset.xy;
// 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]);
// 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));
MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo, base_uv);
// Vertex Color Use as Albedo: Enabled
albedo_tex *= COLOR;
ALBEDO = albedo.rgb * albedo_tex.rgb;
float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel);
METALLIC = metallic_tex * metallic;
SPECULAR = specular;
vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
// Emission: Enabled
vec3 emission_tex = texture(texture_emission, base_uv).rgb;
// Emission Operator: Add
EMISSION = (ALBEDO) * emission_energy;
}