Fixed normals. Water looks more watery
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parent
d78e055c20
commit
960c7f1013
@ -1,8 +1,8 @@
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[gd_scene load_steps=9 format=3 uid="uid://cvgligyy2psi8"]
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[gd_scene load_steps=12 format=3 uid="uid://cvgligyy2psi8"]
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[ext_resource type="Material" uid="uid://b1f46mvfaphsh" path="res://Materials/Water.tres" id="1_p35v0"]
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[ext_resource type="Shader" path="res://Shaders/Water2.gdshader" id="2_07p2y"]
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[ext_resource type="Texture2D" uid="uid://251fcnsgqb0y" path="res://noise.png" id="3_rslsq"]
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[ext_resource type="Texture2D" uid="uid://v6apgwie2maw" path="res://autumn_field_puresky_4k.exr" id="3_vl8or"]
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[sub_resource type="PlaneMesh" id="PlaneMesh_gqyhx"]
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lightmap_size_hint = Vector2i(52, 52)
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@ -23,35 +23,64 @@ noise = SubResource("FastNoiseLite_qwrmt")
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render_priority = 0
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shader = ExtResource("2_07p2y")
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shader_parameter/color = Vector3(0.1, 0.4, 0.8)
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shader_parameter/foamHeight = 6.035
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shader_parameter/amplitude = 0.2
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shader_parameter/foamHeight = 0.27
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shader_parameter/speed = 1.5
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shader_parameter/amplitude = 0.05
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shader_parameter/frequency = 1.0
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shader_parameter/waveCount = 32
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shader_parameter/amplitudeScaleFactor = 0.82
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shader_parameter/frequencyScaleFactor = 1.3
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shader_parameter/waveCount = 20
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shader_parameter/amplitudeScaleFactor = 0.775
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shader_parameter/frequencyScaleFactor = 1.15
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shader_parameter/dirs = PackedFloat32Array(0.981, -0.588, 0.035, -0.977, -0.809, -0.351, 0.989, -0.24, -0.192, 0.907, -0.479, 0.499, 0.388, -0.97, 0.882, -0.845, 0.246, -0.068, -0.41, -0.202, -0.914, 0.605, -0.618, 0.898, -0.615, -0.508, -0.223, -0.841, 0.396, -0.609, 0.746, 0.129, 0.724, 0.54, -0.936, 0.589, 0.874, -0.715, -0.353, 0.243)
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shader_parameter/foamTex = SubResource("NoiseTexture2D_lju3n")
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shader_parameter/dirs = ExtResource("3_rslsq")
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[sub_resource type="PlaneMesh" id="PlaneMesh_w7hsm"]
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material = SubResource("ShaderMaterial_0tjqc")
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size = Vector2(15, 15)
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subdivide_width = 200
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subdivide_depth = 200
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size = Vector2(50, 50)
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subdivide_width = 1000
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subdivide_depth = 1000
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[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_xulfv"]
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panorama = ExtResource("3_vl8or")
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[sub_resource type="Sky" id="Sky_l588k"]
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sky_material = SubResource("PanoramaSkyMaterial_xulfv")
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[sub_resource type="Environment" id="Environment_8bg6o"]
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background_mode = 2
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sky = SubResource("Sky_l588k")
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ambient_light_source = 3
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reflected_light_source = 2
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ssr_enabled = true
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ssao_enabled = true
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fog_mode = 1
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fog_light_color = Color(0.302729, 0.545879, 0.912975, 1)
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fog_density = 1.0
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volumetric_fog_emission = Color(0.427666, 0.607438, 0.994933, 1)
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[node name="WaterPlane" type="Node3D"]
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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visible = false
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mesh = SubResource("PlaneMesh_gqyhx")
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[node name="MeshInstance3D2" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 11, 0, 0)
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visible = false
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.400336, 0, 11.821)
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cast_shadow = 0
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mesh = SubResource("PlaneMesh_w7hsm")
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 0.765573, 0.643349, 0, -0.643349, 0.765573, 0, 3.56427, 0)
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transform = Transform3D(1, 0, 0, 0, 0.976533, 0.215366, 0, -0.215366, 0.976533, 0, 7.41218, 0)
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visible = false
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[node name="OmniLight3D" type="OmniLight3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.734879, 0)
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visible = false
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light_energy = 16.0
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omni_range = 457.052
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_8bg6o")
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[node name="Camera3D" type="Camera3D" parent="."]
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transform = Transform3D(-0.718151, 0, 0.695888, 0, 1, 0, -0.695888, 0, -0.718151, 20.1979, 4.08685, -9.30518)
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fov = 70.0
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@ -24,10 +24,10 @@ float calcHeight(float x, float y){
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void vertex() {
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yOffset = VERTEX.y;
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vec3 b = vec3(VERTEX.x, VERTEX.y + calcHeight(VERTEX.x + 0.01, VERTEX.z), VERTEX.z);
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vec3 c = vec3(VERTEX.x, VERTEX.y + calcHeight(VERTEX.x, VERTEX.z + 0.01), VERTEX.z);
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vec3 b = vec3(VERTEX.x + 0.001, VERTEX.y + calcHeight(VERTEX.x + 0.001, VERTEX.z), VERTEX.z);
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vec3 c = vec3(VERTEX.x, VERTEX.y + calcHeight(VERTEX.x, VERTEX.z + 0.001), VERTEX.z + 0.001);
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VERTEX.y += calcHeight(VERTEX.x, VERTEX.z);
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NORMAL = normalize(cross(b - VERTEX, c - VERTEX));
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NORMAL = normalize(cross(c - VERTEX, b - VERTEX));
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yOffset += VERTEX.y;
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}
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@ -3,29 +3,23 @@ render_mode world_vertex_coords;
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uniform vec3 color = vec3(0.1, 0.4, 0.8);
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uniform float foamHeight = 0.2;
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uniform float speed = 1.0;
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uniform sampler2D foamTex;
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uniform float amplitude = 0.2;
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uniform float frequency = 1.0;
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uniform int waveCount = 5;
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uniform float amplitudeScaleFactor = 0.82;
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uniform float frequencyScaleFactor = 1.18;
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uniform sampler2D dirs;
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uniform float dirs[40];
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varying float yOffset;
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float random(float x, float y){
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return (texture(dirs, vec2(x / 32.0, y / 2.0)).r + 1.0) / 2.0;
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}
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float calcHeight(float x, float y){
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float amp = 1.0;
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float freq = 1.0;
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float offset = 0.0;
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for (int i = 0; i < waveCount; i++){
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vec2 dir = vec2(random(float(i), 0.0), random(float(i), 1.0));
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float s = sin(frequency * freq * dot(dir, vec2(x, y)) + TIME);
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offset += amplitude * amp * pow(E, s);
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//offset += amplitude * amp * pow(E, sin(frequency * freq * (TIME + (random(float(i), 0.0) * x) + (random(float(i), 1.0) * y))));
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offset += amplitude * amp * pow(E, sin(frequency * freq * (speed * TIME + (dirs[2 * i] * x) + (dirs[2 * i + 1] * y))));
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amp *= amplitudeScaleFactor;
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freq *= frequencyScaleFactor;
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}
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@ -34,20 +28,19 @@ float calcHeight(float x, float y){
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void vertex() {
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yOffset = VERTEX.y;
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vec3 b = vec3(VERTEX.x, VERTEX.y + calcHeight(VERTEX.x + 0.01, VERTEX.z), VERTEX.z);
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vec3 c = vec3(VERTEX.x, VERTEX.y + calcHeight(VERTEX.x, VERTEX.z + 0.01), VERTEX.z);
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vec3 b = vec3(VERTEX.x + 0.01, VERTEX.y + calcHeight(VERTEX.x + 0.01, VERTEX.z), VERTEX.z);
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vec3 c = vec3(VERTEX.x, VERTEX.y + calcHeight(VERTEX.x, VERTEX.z + 0.01), VERTEX.z + 0.01);
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VERTEX.y += calcHeight(VERTEX.x, VERTEX.z);
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NORMAL = normalize(cross(b - VERTEX, c - VERTEX));
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NORMAL = normalize(cross(c - VERTEX, b - VERTEX));
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yOffset += VERTEX.y;
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}
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void fragment() {
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ALBEDO = color;
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ALBEDO = color * clamp(yOffset, 0.2, 11.0);
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//SPECULAR = 1.0;
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float strength = yOffset * texture(foamTex, UV).r;
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//if (strength >= foamHeight) ALBEDO = ALBEDO + vec3(1, 1, 1) * (strength + foamHeight);
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//ALPHA = 0.9;
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ALBEDO = NORMAL;
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if (strength >= foamHeight) ALBEDO = ALBEDO + vec3(1, 1, 1) * (strength + foamHeight);
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ALPHA = 0.9;
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}
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//void light() {
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BIN
autumn_field_puresky_4k.exr
Normal file
BIN
autumn_field_puresky_4k.exr
Normal file
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35
autumn_field_puresky_4k.exr.import
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35
autumn_field_puresky_4k.exr.import
Normal file
@ -0,0 +1,35 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://v6apgwie2maw"
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path.bptc="res://.godot/imported/autumn_field_puresky_4k.exr-6ef5b93265f8c7cd0a78a7ce2ef65b5e.bptc.ctex"
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metadata={
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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[deps]
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source_file="res://autumn_field_puresky_4k.exr"
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dest_files=["res://.godot/imported/autumn_field_puresky_4k.exr-6ef5b93265f8c7cd0a78a7ce2ef65b5e.bptc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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