You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
57 lines
2.2 KiB
57 lines
2.2 KiB
[gd_resource type="Shader" format=2]
|
|
|
|
[resource]
|
|
code = "// Edge-Detection Shader Pass 2
|
|
// Here's our fully lit and shaded model,
|
|
// but through the SCREEN_TEXTURE, we also have the world normals
|
|
// of all the visible parts of our model that the first pass gives us.
|
|
// LICENSE: MIT
|
|
|
|
shader_type spatial;
|
|
render_mode blend_mix,depth_draw_alpha_prepass,cull_back,diffuse_lambert,specular_disabled;
|
|
uniform vec4 albedo : hint_color;
|
|
uniform sampler2D texture_albedo : hint_albedo;
|
|
uniform float specular;
|
|
uniform float metallic;
|
|
uniform float roughness : hint_range(0,1);
|
|
uniform float edge_strength : hint_range(0,1) = 0.2;
|
|
uniform vec4 edge_color : hint_color = vec4(0.5, 0.5, 0.5, 1.0);
|
|
|
|
// essentially a cheap \"lightness\" function
|
|
// returns the average of red, green and blue color channels
|
|
float vec3_avg(vec3 color) {
|
|
return (color.r + color.g + color.b) / 3.0;
|
|
}
|
|
|
|
// transform a pixel coordinate to screen UV
|
|
vec2 pixel_to_screen_uv(vec2 viewport_size, vec2 pixel) {
|
|
return vec2(pixel.x / viewport_size.x, pixel.y / viewport_size.y);
|
|
}
|
|
|
|
void fragment() {
|
|
vec4 albedo_tex = texture(texture_albedo, UV);
|
|
|
|
vec2 iuv = vec2(SCREEN_UV.x * VIEWPORT_SIZE.x, SCREEN_UV.y * VIEWPORT_SIZE.y);
|
|
|
|
vec3 neighbour_left = texture(SCREEN_TEXTURE, pixel_to_screen_uv(VIEWPORT_SIZE, iuv + vec2(0, 0))).rgb;
|
|
vec3 neighbour_right = texture(SCREEN_TEXTURE, pixel_to_screen_uv(VIEWPORT_SIZE, iuv + vec2(0.5, 0))).rgb;
|
|
|
|
vec3 neighbour_top = texture(SCREEN_TEXTURE, pixel_to_screen_uv(VIEWPORT_SIZE, iuv + vec2(0, 0.0))).rgb;
|
|
vec3 neighbour_bottom = texture(SCREEN_TEXTURE, pixel_to_screen_uv(VIEWPORT_SIZE, iuv + vec2(0, 0.5))).rgb;
|
|
|
|
ALBEDO = albedo.rgb * texture(texture_albedo, UV).rgb;
|
|
|
|
// compare normals: if they differ, we draw an edge
|
|
// by mixing in the edge_color, by edge_strength amount
|
|
// feel free to try other ways to mix, such as multiply for more textured objects.
|
|
if (abs(vec3_avg(neighbour_left) - vec3_avg(neighbour_right)) > 0.0) {
|
|
ALBEDO = mix(ALBEDO, edge_color.rgb, edge_strength);
|
|
}else if (abs(vec3_avg(neighbour_top) - vec3_avg(neighbour_bottom)) > 0.0) {
|
|
ALBEDO = mix(ALBEDO, edge_color.rgb, edge_strength);
|
|
}
|
|
|
|
METALLIC = metallic;
|
|
ROUGHNESS = roughness;
|
|
SPECULAR = specular;
|
|
}
|
|
"
|
|
|