Did more work on water shader. Normals on both are messed up

This commit is contained in:
nc5432 2025-02-02 00:09:30 -05:00
parent 13116c5596
commit d78e055c20
7 changed files with 156 additions and 20 deletions

View File

@ -13,9 +13,10 @@ noise = SubResource("FastNoiseLite_qwrmt")
render_priority = 0
shader = ExtResource("1_33bm8")
shader_parameter/color = Vector3(0.1, 0.4, 0.8)
shader_parameter/foamHeight = 0.085
shader_parameter/amplitudes = PackedFloat32Array(0.3, 0.2, 0.1, 0.01, 0.015)
shader_parameter/waveSpeeds = PackedFloat32Array(0.5, 2, 5, 10, 9)
shader_parameter/xAmplifiers = PackedFloat32Array(1, 2, 1, 10, 0)
shader_parameter/yAmplifiers = PackedFloat32Array(0, 0.5, 2, 10, 0)
shader_parameter/reflectiveness = 10.0
shader_parameter/foamHeight = 0.515
shader_parameter/amplitudes = PackedFloat32Array(0.1, 0.02, 0.02, 0.01, 0.005, 0.2)
shader_parameter/waveSpeeds = PackedFloat32Array(0.5, 2, 2.2, 5, 10, 0.1)
shader_parameter/xAmplifiers = PackedFloat32Array(1, 3, -3, 15, 25, 0.1)
shader_parameter/yAmplifiers = PackedFloat32Array(0, 3, 2, -10, -20, 0.2)
shader_parameter/foamTex = SubResource("NoiseTexture2D_roaec")

View File

@ -1,17 +1,57 @@
[gd_scene load_steps=3 format=3 uid="uid://cvgligyy2psi8"]
[gd_scene load_steps=9 format=3 uid="uid://cvgligyy2psi8"]
[ext_resource type="Material" uid="uid://b1f46mvfaphsh" path="res://Materials/Water.tres" id="1_p35v0"]
[ext_resource type="Shader" path="res://Shaders/Water2.gdshader" id="2_07p2y"]
[ext_resource type="Texture2D" uid="uid://251fcnsgqb0y" path="res://noise.png" id="3_rslsq"]
[sub_resource type="PlaneMesh" id="PlaneMesh_gqyhx"]
size = Vector2(5, 5)
subdivide_width = 50
subdivide_depth = 50
lightmap_size_hint = Vector2i(52, 52)
material = ExtResource("1_p35v0")
size = Vector2(10, 10)
subdivide_width = 200
subdivide_depth = 200
[sub_resource type="FastNoiseLite" id="FastNoiseLite_qwrmt"]
frequency = 0.0126
fractal_type = 2
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_lju3n"]
seamless = true
noise = SubResource("FastNoiseLite_qwrmt")
[sub_resource type="ShaderMaterial" id="ShaderMaterial_0tjqc"]
render_priority = 0
shader = ExtResource("2_07p2y")
shader_parameter/color = Vector3(0.1, 0.4, 0.8)
shader_parameter/foamHeight = 6.035
shader_parameter/amplitude = 0.2
shader_parameter/frequency = 1.0
shader_parameter/waveCount = 32
shader_parameter/amplitudeScaleFactor = 0.82
shader_parameter/frequencyScaleFactor = 1.3
shader_parameter/foamTex = SubResource("NoiseTexture2D_lju3n")
shader_parameter/dirs = ExtResource("3_rslsq")
[sub_resource type="PlaneMesh" id="PlaneMesh_w7hsm"]
material = SubResource("ShaderMaterial_0tjqc")
size = Vector2(15, 15)
subdivide_width = 200
subdivide_depth = 200
[node name="WaterPlane" type="Node3D"]
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = SubResource("PlaneMesh_gqyhx")
surface_material_override/0 = ExtResource("1_p35v0")
[node name="MeshInstance3D2" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 11, 0, 0)
visible = false
mesh = SubResource("PlaneMesh_w7hsm")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.765573, 0.643349, 0, -0.643349, 0.765573, 0, 0.851548, 0)
transform = Transform3D(1, 0, 0, 0, 0.765573, 0.643349, 0, -0.643349, 0.765573, 0, 3.56427, 0)
[node name="OmniLight3D" type="OmniLight3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.734879, 0)
light_energy = 16.0
omni_range = 457.052

View File

@ -1,6 +1,8 @@
shader_type spatial;
render_mode world_vertex_coords;
uniform vec3 color = vec3(0.1, 0.4, 0.8);
uniform float reflectiveness = 10.0;
uniform float foamHeight = 0.2;
uniform sampler2D foamTex;
@ -15,28 +17,30 @@ varying float yOffset;
float calcHeight(float x, float y){
float offset = 0.0;
for (int i = 0; i < WAVE_COUNT; i++){
offset += amplitudes[i] * sin((waveSpeeds[i] * TIME) + (xAmplifiers[i] * (x)) + (yAmplifiers[i] * (y)));
offset += amplitudes[i] * pow(E, sin((waveSpeeds[i] * TIME) + (xAmplifiers[i] * (x)) + (yAmplifiers[i] * (y))));
}
return offset;
}
void vertex() {
yOffset = VERTEX.y;
vec3 b = vec3(VERTEX.x, VERTEX.y + calcHeight(NODE_POSITION_WORLD.x + VERTEX.x + 0.01, NODE_POSITION_WORLD.z + VERTEX.z), VERTEX.z);
vec3 c = vec3(VERTEX.x, VERTEX.y + calcHeight(NODE_POSITION_WORLD.x + VERTEX.x, NODE_POSITION_WORLD.z + VERTEX.z + 0.1), VERTEX.z);
VERTEX.y += calcHeight(NODE_POSITION_WORLD.x + VERTEX.x, NODE_POSITION_WORLD.z + VERTEX.z);
vec3 b = vec3(VERTEX.x, VERTEX.y + calcHeight(VERTEX.x + 0.01, VERTEX.z), VERTEX.z);
vec3 c = vec3(VERTEX.x, VERTEX.y + calcHeight(VERTEX.x, VERTEX.z + 0.01), VERTEX.z);
VERTEX.y += calcHeight(VERTEX.x, VERTEX.z);
NORMAL = normalize(cross(b - VERTEX, c - VERTEX));
yOffset += VERTEX.y;
}
void fragment() {
ALBEDO = color * clamp(1.0 + yOffset, 0.2, 2);
ALBEDO = color * clamp(0.8 + yOffset, 0.2, 2);
float strength = yOffset * texture(foamTex, UV).r;
if (strength >= foamHeight) ALBEDO = ALBEDO + vec3(1, 1, 1) * (strength + foamHeight);
ALPHA = 0.9;
//ALPHA = 0.9;
//ALBEDO = (NORMAL + 1.0) / 2.0;
}
//void light() {
// Called for every pixel for every light affecting the material.
// Uncomment to replace the default light processing function with this one.
//DIFFUSE_LIGHT += clamp(dot(NORMAL, LIGHT), 0.0, 1.0) * ATTENUATION * LIGHT_COLOR;
//vec3 halfVector = normalize(normalize(VIEW) + normalize(LIGHT));
//SPECULAR_LIGHT += clamp(pow(dot(NORMAL, halfVector), reflectiveness), 0.0, 1.0) * LIGHT_COLOR;
//}

56
Shaders/Water2.gdshader Normal file
View File

@ -0,0 +1,56 @@
shader_type spatial;
render_mode world_vertex_coords;
uniform vec3 color = vec3(0.1, 0.4, 0.8);
uniform float foamHeight = 0.2;
uniform sampler2D foamTex;
uniform float amplitude = 0.2;
uniform float frequency = 1.0;
uniform int waveCount = 5;
uniform float amplitudeScaleFactor = 0.82;
uniform float frequencyScaleFactor = 1.18;
uniform sampler2D dirs;
varying float yOffset;
float random(float x, float y){
return (texture(dirs, vec2(x / 32.0, y / 2.0)).r + 1.0) / 2.0;
}
float calcHeight(float x, float y){
float amp = 1.0;
float freq = 1.0;
float offset = 0.0;
for (int i = 0; i < waveCount; i++){
vec2 dir = vec2(random(float(i), 0.0), random(float(i), 1.0));
float s = sin(frequency * freq * dot(dir, vec2(x, y)) + TIME);
offset += amplitude * amp * pow(E, s);
//offset += amplitude * amp * pow(E, sin(frequency * freq * (TIME + (random(float(i), 0.0) * x) + (random(float(i), 1.0) * y))));
amp *= amplitudeScaleFactor;
freq *= frequencyScaleFactor;
}
return offset;
}
void vertex() {
yOffset = VERTEX.y;
vec3 b = vec3(VERTEX.x, VERTEX.y + calcHeight(VERTEX.x + 0.01, VERTEX.z), VERTEX.z);
vec3 c = vec3(VERTEX.x, VERTEX.y + calcHeight(VERTEX.x, VERTEX.z + 0.01), VERTEX.z);
VERTEX.y += calcHeight(VERTEX.x, VERTEX.z);
NORMAL = normalize(cross(b - VERTEX, c - VERTEX));
yOffset += VERTEX.y;
}
void fragment() {
ALBEDO = color;
//SPECULAR = 1.0;
float strength = yOffset * texture(foamTex, UV).r;
//if (strength >= foamHeight) ALBEDO = ALBEDO + vec3(1, 1, 1) * (strength + foamHeight);
//ALPHA = 0.9;
ALBEDO = NORMAL;
}
//void light() {
// Called for every pixel for every light affecting the material.
// Uncomment to replace the default light processing function with this one.
//}

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noise.png Normal file

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35
noise.png.import Normal file
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@ -0,0 +1,35 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://251fcnsgqb0y"
path.s3tc="res://.godot/imported/noise.png-a5cb495e1c9f6281c22a3b0a0f68704b.s3tc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://noise.png"
dest_files=["res://.godot/imported/noise.png-a5cb495e1c9f6281c22a3b0a0f68704b.s3tc.ctex"]
[params]
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0

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@ -20,7 +20,7 @@ project/assembly_name="water shader"
[editor_plugins]
enabled=PackedStringArray("res://addons/godot-xr-tools/addons/godot-xr-tools/plugin.cfg")
enabled=PackedStringArray()
[physics]