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[gd_resource type="Shader" format=2] |
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[resource] |
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code = "// Edge-Detection Shader Pass 1 |
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// Here we simply pass the vertex normals to the albedo |
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// so we can access it through the SCREEN_TEXTURE in our Shader Pass 2 |
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// LICENSE: MIT |
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shader_type spatial; |
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render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_toon,specular_disabled,shadows_disabled; |
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varying vec3 world_normal; |
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void vertex() { |
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world_normal = NORMAL; |
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} |
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void fragment() { |
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ALBEDO = world_normal.rgb; |
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} |
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" |
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[gd_resource type="Shader" format=2] |
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|
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[resource] |
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code = "// Edge-Detection Shader Pass 2 |
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// Here's our fully lit and shaded model, |
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// but through the SCREEN_TEXTURE, we also have the world normals |
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// of all the visible parts of our model that the first pass gives us. |
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// LICENSE: MIT |
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shader_type spatial; |
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render_mode blend_mix,depth_draw_alpha_prepass,cull_back,diffuse_lambert,specular_disabled; |
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uniform vec4 albedo : hint_color; |
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uniform sampler2D texture_albedo : hint_albedo; |
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uniform float specular; |
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uniform float metallic; |
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uniform float roughness : hint_range(0,1); |
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uniform float edge_strength : hint_range(0,1) = 0.2; |
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uniform vec4 edge_color : hint_color = vec4(0.5, 0.5, 0.5, 1.0); |
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|
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// essentially a cheap \"lightness\" function |
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// returns the average of red, green and blue color channels |
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float vec3_avg(vec3 color) { |
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return (color.r + color.g + color.b) / 3.0; |
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} |
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|
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// transform a pixel coordinate to screen UV |
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vec2 pixel_to_screen_uv(vec2 viewport_size, vec2 pixel) { |
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return vec2(pixel.x / viewport_size.x, pixel.y / viewport_size.y); |
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} |
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void fragment() { |
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vec4 albedo_tex = texture(texture_albedo, UV); |
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vec2 iuv = vec2(SCREEN_UV.x * VIEWPORT_SIZE.x, SCREEN_UV.y * VIEWPORT_SIZE.y); |
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vec3 neighbour_left = texture(SCREEN_TEXTURE, pixel_to_screen_uv(VIEWPORT_SIZE, iuv + vec2(0, 0))).rgb; |
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vec3 neighbour_right = texture(SCREEN_TEXTURE, pixel_to_screen_uv(VIEWPORT_SIZE, iuv + vec2(0.5, 0))).rgb; |
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vec3 neighbour_top = texture(SCREEN_TEXTURE, pixel_to_screen_uv(VIEWPORT_SIZE, iuv + vec2(0, 0.0))).rgb; |
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vec3 neighbour_bottom = texture(SCREEN_TEXTURE, pixel_to_screen_uv(VIEWPORT_SIZE, iuv + vec2(0, 0.5))).rgb; |
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ALBEDO = albedo.rgb * texture(texture_albedo, UV).rgb; |
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// compare normals: if they differ, we draw an edge |
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// by mixing in the edge_color, by edge_strength amount |
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// feel free to try other ways to mix, such as multiply for more textured objects. |
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if (abs(vec3_avg(neighbour_left) - vec3_avg(neighbour_right)) > 0.0) { |
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ALBEDO = mix(ALBEDO, edge_color.rgb, edge_strength); |
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}else if (abs(vec3_avg(neighbour_top) - vec3_avg(neighbour_bottom)) > 0.0) { |
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ALBEDO = mix(ALBEDO, edge_color.rgb, edge_strength); |
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} |
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METALLIC = metallic; |
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ROUGHNESS = roughness; |
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SPECULAR = specular; |
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} |
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" |
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[gd_resource type="Shader" format=2] |
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[resource] |
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code = "//THIS SHADER MUST BE APPLIED TO A QUAD (MeshInstance) WITH A SIZE OF (2, 2) |
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//Extra Cull Margin on the quad should be turned up all the way! |
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shader_type spatial; |
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render_mode unshaded; |
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uniform int outline_mode : hint_range(1, 3, 1) = 3; |
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uniform float outline_intensity : hint_range(0, 5) = 1; |
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uniform bool _round = false; |
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uniform float outline_bias : hint_range(-10, 10) = 0; |
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uniform vec4 outline_color : hint_color = vec4(0.0, 0.0, 0.0, 1.0); |
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void vertex() { |
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POSITION = vec4(VERTEX, 1.0); |
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} |
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void fragment() { |
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ALBEDO = outline_color.rgb; |
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vec2 screen_size = vec2(textureSize(SCREEN_TEXTURE, 1)); |
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float px = 0.5/screen_size.x; |
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float py = 0.5/screen_size.y; |
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float d = texture(DEPTH_TEXTURE, SCREEN_UV).x; |
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float du = texture(DEPTH_TEXTURE, SCREEN_UV+vec2(0.0, py)).x; |
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float dd = texture(DEPTH_TEXTURE, SCREEN_UV+vec2(0.0, -py)).x; |
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float dr = texture(DEPTH_TEXTURE, SCREEN_UV+vec2(px, 0.0)).x; |
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float dl = texture(DEPTH_TEXTURE, SCREEN_UV+vec2(-px, 0.0)).x; |
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if (outline_mode == 1){ |
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ALPHA = 0.0 + abs(abs(d)-abs(du)) + abs(abs(d)-abs(dd)) + abs(abs(d)-abs(dl)) + abs(abs(d)-abs(dr)); |
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ALPHA *= 1000.0*outline_intensity; |
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} else if (outline_mode == 2) { |
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ALPHA = 0.0 + abs(abs(abs(d)-abs(du)) - abs(abs(d)-abs(dd))) + abs(abs(abs(d)-abs(dl)) - abs(abs(d)-abs(dr))); |
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ALPHA *= 3.0*50000.0*outline_intensity; |
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} else if (outline_mode == 3) { |
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float dq = texture(DEPTH_TEXTURE, SCREEN_UV+vec2(-px, py)).x; |
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float de = texture(DEPTH_TEXTURE, SCREEN_UV+vec2(px, py)).x; |
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float dz = texture(DEPTH_TEXTURE, SCREEN_UV+vec2(-px, -py)).x; |
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float dc = texture(DEPTH_TEXTURE, SCREEN_UV+vec2(px, -py)).x; |
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ALPHA = 0.0 + abs(abs(abs(d)-abs(du)) - abs(abs(d)-abs(dd))) + abs(abs(abs(d)-abs(dl)) - abs(abs(d)-abs(dr))) + abs(abs(abs(d)-abs(dq)) - abs(abs(d)-abs(dc))) + abs(abs(abs(d)-abs(dz)) - abs(abs(d)-abs(de))); |
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ALPHA *= 50000.0*outline_intensity; |
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} |
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ALPHA += outline_bias; |
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if (_round) { |
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ALPHA = round(ALPHA); |
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} |
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ALPHA *= outline_color.a; |
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} |
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|
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//Written by Warren Jennings" |
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