work on glass effect

This commit is contained in:
Nitwel 2024-04-22 23:47:56 +02:00
parent cc69cafd98
commit 407a509669
5 changed files with 113 additions and 5 deletions

View File

@ -1,11 +1,14 @@
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_lambert, specular_schlick_ggx, unshaded;
render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx, shadows_disabled;
uniform vec4 data[100];
uniform int data_size: hint_range(0, 100, 1);
uniform float alpha: hint_range(0.0, 1.0, 0.1) = 0.3;
uniform sampler2D color_gradient;
uniform float roughness : hint_range(0.0, 1.0) = 0.15;
uniform vec4 edge_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
varying vec3 color;
float simple_weight(int index, vec3 world_pos, float p) {
@ -17,6 +20,12 @@ float sphere_weight(int index, vec3 world_pos, float r) {
return pow(max(0, r - dist) / (r * dist), 2);
}
float SchlickFresnel(float u) {
float m = 1.0 - u;
float m2 = m * m;
return m2 * m2 * m;
}
void vertex() {
color = vec3(1.0, 1.0, 1.0);
@ -60,4 +69,14 @@ void vertex() {
void fragment() {
ALBEDO = vec3(color.xyz);
ALPHA = alpha;
float VdotN = dot(VIEW, NORMAL);
float fresnel = clamp(SchlickFresnel(VdotN), 0.0, 1.0);
// apply glass look
float a = mix(0.001, 1.0, ALPHA);
ALPHA = mix(fresnel * edge_color.a, 1.0, a);
ALBEDO = mix(edge_color.rgb * edge_color.a, ALBEDO, a);
ROUGHNESS = roughness;
SPECULAR = 0.5 * inversesqrt(ALPHA);
}

View File

@ -1,6 +1,6 @@
shader_type spatial;
render_mode unshaded, cull_disabled;
render_mode diffuse_burley, specular_schlick_ggx, blend_mix, cull_disabled, shadows_disabled;
uniform vec4 color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
uniform vec4 border_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
@ -10,6 +10,9 @@ uniform float border_fade_in: hint_range(0.0, 10.0) = 0.0;
uniform float border_fade_out: hint_range(0.0, 10.0) = 0.0;
uniform float corner_radius = 0.0;
uniform float roughness : hint_range(0.0, 1.0) = 0.15;
uniform vec4 edge_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
uniform float grain_amount : hint_range(0.0, 1.0) = 0.05;
@ -20,7 +23,17 @@ float rectangle(vec2 position) {
return outsideDistance + insideDistance;
}
float SchlickFresnel(float u) {
float m = 1.0 - u;
float m2 = m * m;
return m2 * m2 * m;
}
void fragment() {
float VdotN = dot(VIEW, NORMAL);
float fresnel = clamp(SchlickFresnel(VdotN), 0.0, 1.0);
ALBEDO = border_color.xyz;
ALPHA = 0.0;
float border_scale = 1.0 + 2.0 * corner_radius;
@ -42,6 +55,13 @@ void fragment() {
ALPHA = color.w;
}
float a = mix(0.001, 1.0, ALPHA);
ALPHA = mix(fresnel * edge_color.a, 1.0, a);
ALBEDO = mix(edge_color.rgb * edge_color.a, ALBEDO.rgb, a);
ROUGHNESS = roughness;
SPECULAR = 0.5 * inversesqrt(ALPHA);
float noise = (fract(sin(dot(UV, vec2(12.9898, 78.233))) * 43758.5453) - 0.5) * 2.0;
// Add noise to the original color

View File

@ -0,0 +1,46 @@
shader_type spatial;
render_mode diffuse_burley, specular_schlick_ggx, blend_mix;
group_uniforms albedo;
uniform vec4 albedo : source_color = vec4(1.0, 1.0, 1.0, 0.0);
uniform sampler2D albedo_texture : source_color, hint_default_white;
group_uniforms roughness;
uniform float roughness : hint_range(0.0, 1.0) = 0.15;
uniform sampler2D roughness_texture : hint_roughness_r;
group_uniforms normal;
uniform float normal_strength : hint_range(-16.0, 16.0) = 1.0;
uniform sampler2D normal_map : hint_normal;
group_uniforms misc;
uniform vec4 edge_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
float SchlickFresnel(float u) {
float m = 1.0 - u;
float m2 = m * m;
return m2 * m2 * m;
}
void fragment() {
// calculate fresnel values
float VdotN = dot(VIEW, NORMAL);
float fresnel = clamp(SchlickFresnel(VdotN), 0.0, 1.0);
// sample and mix textures
vec4 _albedo = texture(albedo_texture, UV) * albedo;
float _roughness = texture(roughness_texture, UV).r * roughness;
// apply glass look
float a = mix(0.001, 1.0, _albedo.a);
ALPHA = mix(fresnel * edge_color.a, 1.0, a);
ALBEDO = mix(edge_color.rgb * edge_color.a, _albedo.rgb, a);
ROUGHNESS = _roughness;
NORMAL_MAP = texture(normal_map, UV).xyz;
NORMAL_MAP_DEPTH = normal_strength;
// function to compensate specular for alpha blend
// 0.5 * ALPHA^-0.5
SPECULAR = 0.5 * inversesqrt(ALPHA);
}

View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:ca6bc1d679f5e116431fb17104d1bcb1083ca0b5e834c20bd5008dbaa7c3b79a
size 413
oid sha256:6041f48bfc2a4bc4c88096265fb3baf46881eec9a244104378c98a6c5e0dbb9a
size 442

View File

@ -1,9 +1,10 @@
[gd_scene load_steps=7 format=3 uid="uid://dclceqjqfxekx"]
[gd_scene load_steps=10 format=3 uid="uid://dclceqjqfxekx"]
[ext_resource type="Script" path="res://content/ui/test.gd" id="1_jevji"]
[ext_resource type="Material" uid="uid://dy5bbwaceset8" path="res://content/ui/test.material" id="2_fswvt"]
[ext_resource type="PackedScene" uid="uid://pk5k1q8bx0rj" path="res://content/ui/components/slider/slider.tscn" id="3_f40pk"]
[ext_resource type="Script" path="res://content/functions/movable.gd" id="4_qjv7o"]
[ext_resource type="Shader" path="res://content/ui/glass2.gdshader" id="5_yedor"]
[sub_resource type="BoxShape3D" id="BoxShape3D_ptbst"]
size = Vector3(2, 1, 0.1)
@ -11,9 +12,24 @@ size = Vector3(2, 1, 0.1)
[sub_resource type="QuadMesh" id="QuadMesh_4253w"]
size = Vector2(0.8, 0.5)
[sub_resource type="ShaderMaterial" id="ShaderMaterial_tiql8"]
render_priority = 0
shader = ExtResource("5_yedor")
shader_parameter/albedo = Color(1, 1, 1, 0.388235)
shader_parameter/roughness = 0.15
shader_parameter/normal_strength = 1.0
shader_parameter/edge_color = Color(0, 0, 0, 1)
[sub_resource type="QuadMesh" id="QuadMesh_g82c4"]
size = Vector2(1, 0.5)
[node name="Test" type="Node3D"]
script = ExtResource("1_jevji")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(-0.866023, -0.433016, 0.250001, 0.470665, -0.53724, 0.699892, -0.168754, 0.723789, 0.669068, 0.677175, 0.464924, 0.836006)
shadow_enabled = true
[node name="StaticBody3D" type="StaticBody3D" parent="."]
[node name="CollisionShape3D" type="CollisionShape3D" parent="StaticBody3D"]
@ -64,3 +80,10 @@ value = 0.0
[node name="Movable" type="Node" parent="StaticBody3D"]
script = ExtResource("4_qjv7o")
[node name="MeshInstance3D3" type="MeshInstance3D" parent="StaticBody3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.0121959)
visible = false
material_override = SubResource("ShaderMaterial_tiql8")
mesh = SubResource("QuadMesh_g82c4")
skeleton = NodePath("../..")