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Custom defines for Godot shaders
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#define STAGE 0 | |
/** | |
* Stages: | |
* - Slices, no extra shader | |
* - Calculate UVW + unshaded | |
* - Voronoi | |
* - Root texture | |
* - Height gradient | |
* - Additive | |
* - Height * Root | |
* - Height * Root * Voronoi | |
* - Color | |
*/ | |
shader_type spatial; | |
#if STAGE >= 5 && STAGE != 8 | |
render_mode unshaded, cull_disabled, depth_draw_never, blend_add; | |
#else | |
#if STAGE >= 1 | |
render_mode unshaded; | |
#endif | |
#endif | |
uniform float FADE = 0.; | |
uniform sampler2D crackle_texture : hint_default_white; | |
uniform vec2 crackle_size = vec2(16.); | |
uniform float crackle_width : hint_range(0.0, 1.0, 0.05); | |
uniform sampler2D height_gradient: hint_default_white; | |
uniform sampler2D root_gradient : hint_default_white; | |
uniform sampler2D color_texture : hint_default_white; | |
uniform vec2 color_size = vec2(16.); | |
uniform float strength = 1.; | |
varying vec3 UVW; | |
varying vec3 WORLD_POS; | |
void vertex() { | |
float W = .5 + VERTEX.y; // Assuming a 1x1x1 box | |
UVW = vec3(UV, W); | |
WORLD_POS = (MODEL_MATRIX * vec4(VERTEX, 1.)).xyz; | |
} | |
void fragment() { | |
#if STAGE == 1 | |
ALBEDO = UVW; | |
#endif | |
#if STAGE == 2 | |
float crackle_f = texture(crackle_texture, WORLD_POS.xz / crackle_size).r; | |
crackle_f = smoothstep(crackle_f, 1., crackle_width); | |
ALBEDO = vec3(crackle_f); | |
#endif | |
#if STAGE == 3 | |
float root_f = texture(root_gradient, UVW.xy).r; | |
ALBEDO = vec3(root_f); | |
#endif | |
#if STAGE == 4 || STAGE == 5 | |
float height_f = texture(height_gradient, clamp(UVW.zz, 0., 0.99)).r; | |
ALBEDO = vec3(height_f); | |
#endif | |
#if STAGE == 6 | |
float root_f = texture(root_gradient, UVW.xy).r; | |
float height_f = texture(height_gradient, clamp(UVW.zz, 0., 0.99)).r; | |
ALBEDO = vec3(mix(height_f, root_f * height_f, FADE)); | |
#endif | |
#if STAGE == 7 | |
float crackle_f = texture(crackle_texture, WORLD_POS.xz / crackle_size).r; | |
crackle_f = smoothstep(crackle_f, 1., crackle_width); | |
float root_f = texture(root_gradient, UVW.xy).r; | |
float height_f = texture(height_gradient, clamp(UVW.zz, 0., 0.99)).r; | |
ALBEDO = vec3(mix(root_f * height_f, crackle_f * root_f * height_f, 1. - FADE)); | |
#endif | |
#if STAGE == 8 | |
vec3 color = texture(color_texture, WORLD_POS.xz / color_size).rgb; | |
color = pow(color, vec3(2.2)); | |
ALBEDO = color.rgb; | |
#endif | |
#if STAGE >= 9 | |
float crackle_f = texture(crackle_texture, WORLD_POS.xz / crackle_size).r; | |
crackle_f = smoothstep(crackle_f, 1., crackle_width); | |
float root_f = texture(root_gradient, UVW.xy).r; | |
float height_f = texture(height_gradient, clamp(UVW.zz, 0., 0.99)).r; | |
float f = crackle_f * root_f * height_f * strength; | |
f *= ALPHA; | |
f = clamp(f, 0., 1.); | |
vec3 color = texture(color_texture, WORLD_POS.xz / color_size).rgb; | |
color = pow(color, vec3(2.2)); | |
ALBEDO = mix(vec3(f), color * f, FADE); | |
ALPHA = 1.; | |
#endif | |
} |
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@tool | |
extends ShaderMaterial | |
class_name StagedShaderMaterial | |
@export var base_shader: Shader: | |
get: return base_shader | |
set(v): | |
if v != base_shader: | |
base_shader = v | |
_update() | |
@export var stage = 0: | |
get: return stage | |
set(v): | |
if v != stage: | |
stage = v | |
_update() | |
func _update(): | |
var code = base_shader.code | |
if code.begins_with("#define STAGE"): | |
code = code.erase(0, code.find("\n") + 1) | |
code = "#define STAGE %d\n%s" % [stage, code] | |
shader = Shader.new() | |
shader.code = code |
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