diff options
author | Juan Linietsky <reduzio@gmail.com> | 2017-09-03 10:29:56 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2017-09-03 10:30:37 -0300 |
commit | 281fb4e4fb2af81536b75328861aa93899cc9f45 (patch) | |
tree | 219f8df4cdec716442ee526177fecdba742f595b | |
parent | 0da386a9eae15c313bfe2f90c30bfaef8c0e23f1 (diff) |
Added transmission shader parameter.
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 6 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 43 | ||||
-rw-r--r-- | editor/project_settings_editor.cpp | 7 | ||||
-rw-r--r-- | editor/project_settings_editor.h | 2 | ||||
-rw-r--r-- | scene/resources/material.cpp | 44 | ||||
-rw-r--r-- | scene/resources/material.h | 11 | ||||
-rw-r--r-- | servers/visual/shader_types.cpp | 3 |
7 files changed, 94 insertions, 22 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index c308e9eddb..bdd54543d2 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -751,8 +751,9 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss"; actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy"; actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow"; - actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"] = "sss_spread"; + //actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"] = "sss_spread"; actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; + actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission"; actions[VS::SHADER_SPATIAL].renames["AO"] = "ao"; actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission"; //actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2; @@ -782,6 +783,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; + actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; @@ -792,7 +794,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n"; - actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_half_lambert"] = "#define DIFFUSE_HALF_LAMBERT\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n"; diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index ef4925895c..7c60a8ee97 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -887,7 +887,7 @@ float GTR1(float NdotH, float a) -void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 diffuse_color, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) { +void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) { #if defined(USE_LIGHT_SHADER_CODE) //light is written by the light shader @@ -900,10 +900,16 @@ LIGHT_SHADER_CODE float dotNL = max(dot(N,L), 0.0 ); -#if defined(DIFFUSE_HALF_LAMBERT) +#if defined(DIFFUSE_OREN_NAYAR) + vec3 light_amount; +#else + float light_amount; +#endif + - float hl = dot(N,L) * 0.5 + 0.5; - diffuse += hl * light_color * diffuse_color; +#if defined(DIFFUSE_LAMBERT_WRAP) + //energy conserving lambert wrap shader + light_amount = max(0.0,(dot(N,L) + roughness) / ((1.0 + roughness) * (1.0 + roughness))); #elif defined(DIFFUSE_OREN_NAYAR) @@ -919,12 +925,12 @@ LIGHT_SHADER_CODE vec3 A = 1.0 + sigma2 * (diffuse_color / (sigma2 + 0.13) + 0.5 / (sigma2 + 0.33)); float B = 0.45 * sigma2 / (sigma2 + 0.09); - diffuse += diffuse_color * max(0.0, NdotL) * (A + vec3(B) * s / t) / M_PI; + light_amount = max(0.0, NdotL) * (A + vec3(B) * s / t) / M_PI; } #elif defined(DIFFUSE_TOON) - diffuse += smoothstep(-roughness,max(roughness,0.01),dot(N,L)) * light_color * diffuse_color; + light_amount = smoothstep(-roughness,max(roughness,0.01),dot(N,L)); #elif defined(DIFFUSE_BURLEY) @@ -939,11 +945,17 @@ LIGHT_SHADER_CODE float lightScatter = f0 + (fd90 - f0) * pow(1.0 - NdotL, 5.0); float viewScatter = f0 + (fd90 - f0) * pow(1.0 - NdotV, 5.0); - diffuse+= light_color * diffuse_color * lightScatter * viewScatter * energyFactor; + light_amount = lightScatter * viewScatter * energyFactor; } #else //lambert - diffuse += dotNL * light_color * diffuse_color; + light_amount = dotNL; +#endif + +#if defined(TRANSMISSION_USED) + diffuse += light_color * diffuse_color * mix(vec3(light_amount),vec3(1.0),transmission); +#else + diffuse += light_color * diffuse_color * light_amount; #endif @@ -1116,7 +1128,7 @@ vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 po } #endif -void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity,inout vec3 diffuse_light, inout vec3 specular_light) { +void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity,inout vec3 diffuse_light, inout vec3 specular_light) { vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex; float light_length = length( light_rel_vec ); @@ -1170,11 +1182,11 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } - light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,omni_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,transmission,omni_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } -void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) { +void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, vec3 transmission,float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) { vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex; float light_length = length( light_rel_vec ); @@ -1204,7 +1216,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } - light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,spot_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,transmission,spot_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } @@ -1499,6 +1511,7 @@ void main() { //lay out everything, whathever is unused is optimized away anyway highp vec3 vertex = vertex_interp; vec3 albedo = vec3(0.8,0.8,0.8); + vec3 transmission = vec3(0.0); float metallic = 0.0; float specular = 0.5; vec3 emission = vec3(0.0,0.0,0.0); @@ -1822,7 +1835,7 @@ FRAGMENT_SHADER_CODE specular_light*=mix(vec3(1.0),light_attenuation,specular_light_interp.a); #else - light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,light_params.z*specular_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,transmission,light_params.z*specular_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); #endif @@ -1860,11 +1873,11 @@ FRAGMENT_SHADER_CODE #else for(int i=0;i<omni_light_count;i++) { - light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light); + light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,transmission,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light); } for(int i=0;i<spot_light_count;i++) { - light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light); + light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,transmission,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light); } #endif //USE_VERTEX_LIGHTING diff --git a/editor/project_settings_editor.cpp b/editor/project_settings_editor.cpp index 2cd0221ab6..9fd31f818e 100644 --- a/editor/project_settings_editor.cpp +++ b/editor/project_settings_editor.cpp @@ -1321,6 +1321,11 @@ void ProjectSettingsEditor::set_plugins_page() { tab_container->set_current_tab(plugin_settings->get_index()); } +TabContainer *ProjectSettingsEditor::get_tabs() { + + return tab_container; +} + void ProjectSettingsEditor::_bind_methods() { ClassDB::bind_method(D_METHOD("_item_selected"), &ProjectSettingsEditor::_item_selected); @@ -1361,6 +1366,8 @@ void ProjectSettingsEditor::_bind_methods() { ClassDB::bind_method(D_METHOD("_toggle_search_bar"), &ProjectSettingsEditor::_toggle_search_bar); ClassDB::bind_method(D_METHOD("_copy_to_platform_about_to_show"), &ProjectSettingsEditor::_copy_to_platform_about_to_show); + + ClassDB::bind_method(D_METHOD("get_tabs"), &ProjectSettingsEditor::get_tabs); } ProjectSettingsEditor::ProjectSettingsEditor(EditorData *p_data) { diff --git a/editor/project_settings_editor.h b/editor/project_settings_editor.h index ceec089953..e58ba9b1c0 100644 --- a/editor/project_settings_editor.h +++ b/editor/project_settings_editor.h @@ -159,6 +159,8 @@ public: void popup_project_settings(); void set_plugins_page(); + TabContainer *get_tabs(); + void queue_save(); ProjectSettingsEditor(EditorData *p_data); diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index f3d790eef5..3d6a10ffc7 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -239,6 +239,7 @@ void SpatialMaterial::init_shaders() { shader_names->anisotropy = "anisotropy_ratio"; shader_names->depth_scale = "depth_scale"; shader_names->subsurface_scattering_strength = "subsurface_scattering_strength"; + shader_names->transmission = "transmission"; shader_names->refraction = "refraction"; shader_names->point_size = "point_size"; shader_names->uv1_scale = "uv1_scale"; @@ -276,6 +277,7 @@ void SpatialMaterial::init_shaders() { shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion"; shader_names->texture_names[TEXTURE_DEPTH] = "texture_depth"; shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering"; + shader_names->texture_names[TEXTURE_TRANSMISSION] = "texture_transmission"; shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction"; shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask"; shader_names->texture_names[TEXTURE_DETAIL_ALBEDO] = "texture_detail_albedo"; @@ -352,7 +354,7 @@ void SpatialMaterial::_update_shader() { } switch (diffuse_mode) { case DIFFUSE_LAMBERT: code += ",diffuse_lambert"; break; - case DIFFUSE_HALF_LAMBERT: code += ",diffuse_half_lambert"; break; + case DIFFUSE_LAMBERT_WRAP: code += ",diffuse_lambert_wrap"; break; case DIFFUSE_OREN_NAYAR: code += ",diffuse_oren_nayar"; break; case DIFFUSE_BURLEY: code += ",diffuse_burley"; break; case DIFFUSE_TOON: code += ",diffuse_toon"; break; @@ -451,6 +453,12 @@ void SpatialMaterial::_update_shader() { code += "uniform sampler2D texture_subsurface_scattering : hint_white;\n"; } + if (features[FEATURE_TRANSMISSION]) { + + code += "uniform vec4 transmission : hint_color;\n"; + code += "uniform sampler2D texture_transmission : hint_black;\n"; + } + if (features[FEATURE_DEPTH_MAPPING]) { code += "uniform sampler2D texture_depth : hint_black;\n"; code += "uniform float depth_scale;\n"; @@ -766,6 +774,15 @@ void SpatialMaterial::_update_shader() { code += "\tSSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n"; } + if (features[FEATURE_TRANSMISSION]) { + if (flags[FLAG_UV1_USE_TRIPLANAR]) { + code += "\tvec3 transmission_tex = triplanar_texture(texture_transmission,uv1_power_normal,uv1_triplanar_pos).rgb;\n"; + } else { + code += "\tvec3 transmission_tex = texture(texture_transmission,base_uv).rgb;\n"; + } + code += "\tTRANSMISSION = (transmission.rgb+transmission_tex);\n"; + } + if (features[FEATURE_DETAIL]) { bool triplanar = (flags[FLAG_UV1_USE_TRIPLANAR] && detail_uv == DETAIL_UV_1) || (flags[FLAG_UV2_USE_TRIPLANAR] && detail_uv == DETAIL_UV_2); @@ -1015,6 +1032,17 @@ float SpatialMaterial::get_subsurface_scattering_strength() const { return subsurface_scattering_strength; } +void SpatialMaterial::set_transmission(const Color &p_transmission) { + + transmission = p_transmission; + VS::get_singleton()->material_set_param(_get_material(), shader_names->transmission, transmission); +} + +Color SpatialMaterial::get_transmission() const { + + return transmission; +} + void SpatialMaterial::set_refraction(float p_refraction) { refraction = p_refraction; @@ -1180,6 +1208,7 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const { _validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, property); _validate_feature("depth", FEATURE_DEPTH_MAPPING, property); _validate_feature("subsurf_scatter", FEATURE_SUBSURACE_SCATTERING, property); + _validate_feature("transmission", FEATURE_TRANSMISSION, property); _validate_feature("refraction", FEATURE_REFRACTION, property); _validate_feature("detail", FEATURE_DETAIL, property); @@ -1530,6 +1559,9 @@ void SpatialMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &SpatialMaterial::set_subsurface_scattering_strength); ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &SpatialMaterial::get_subsurface_scattering_strength); + ClassDB::bind_method(D_METHOD("set_transmission", "transmission"), &SpatialMaterial::set_transmission); + ClassDB::bind_method(D_METHOD("get_transmission"), &SpatialMaterial::get_transmission); + ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &SpatialMaterial::set_refraction); ClassDB::bind_method(D_METHOD("get_refraction"), &SpatialMaterial::get_refraction); @@ -1721,6 +1753,11 @@ void SpatialMaterial::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::REAL, "subsurf_scatter_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_subsurface_scattering_strength", "get_subsurface_scattering_strength"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "subsurf_scatter_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_SUBSURFACE_SCATTERING); + ADD_GROUP("Transmission", "transmission_"); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "transmission_enabled"), "set_feature", "get_feature", FEATURE_TRANSMISSION); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "transmission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_transmission", "get_transmission"); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "transmission_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_TRANSMISSION); + ADD_GROUP("Refraction", "refraction_"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "refraction_enabled"), "set_feature", "get_feature", FEATURE_REFRACTION); ADD_PROPERTY(PropertyInfo(Variant::REAL, "refraction_scale", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_refraction", "get_refraction"); @@ -1758,6 +1795,7 @@ void SpatialMaterial::_bind_methods() { BIND_ENUM_CONSTANT(TEXTURE_AMBIENT_OCCLUSION); BIND_ENUM_CONSTANT(TEXTURE_DEPTH); BIND_ENUM_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING); + BIND_ENUM_CONSTANT(TEXTURE_TRANSMISSION); BIND_ENUM_CONSTANT(TEXTURE_REFRACTION); BIND_ENUM_CONSTANT(TEXTURE_DETAIL_MASK); BIND_ENUM_CONSTANT(TEXTURE_DETAIL_ALBEDO); @@ -1776,6 +1814,7 @@ void SpatialMaterial::_bind_methods() { BIND_ENUM_CONSTANT(FEATURE_AMBIENT_OCCLUSION); BIND_ENUM_CONSTANT(FEATURE_DEPTH_MAPPING); BIND_ENUM_CONSTANT(FEATURE_SUBSURACE_SCATTERING); + BIND_ENUM_CONSTANT(FEATURE_TRANSMISSION); BIND_ENUM_CONSTANT(FEATURE_REFRACTION); BIND_ENUM_CONSTANT(FEATURE_DETAIL); BIND_ENUM_CONSTANT(FEATURE_MAX); @@ -1809,7 +1848,7 @@ void SpatialMaterial::_bind_methods() { BIND_ENUM_CONSTANT(FLAG_MAX); BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT); - BIND_ENUM_CONSTANT(DIFFUSE_HALF_LAMBERT); + BIND_ENUM_CONSTANT(DIFFUSE_LAMBERT_WRAP); BIND_ENUM_CONSTANT(DIFFUSE_OREN_NAYAR); BIND_ENUM_CONSTANT(DIFFUSE_BURLEY); BIND_ENUM_CONSTANT(DIFFUSE_TOON); @@ -1850,6 +1889,7 @@ SpatialMaterial::SpatialMaterial() set_anisotropy(0); set_depth_scale(0.05); set_subsurface_scattering_strength(0); + set_transmission(Color(0, 0, 0)); set_refraction(0.05); set_line_width(1); set_point_size(1); diff --git a/scene/resources/material.h b/scene/resources/material.h index d560d7af55..4e77ab1ed6 100644 --- a/scene/resources/material.h +++ b/scene/resources/material.h @@ -112,6 +112,7 @@ public: TEXTURE_AMBIENT_OCCLUSION, TEXTURE_DEPTH, TEXTURE_SUBSURFACE_SCATTERING, + TEXTURE_TRANSMISSION, TEXTURE_REFRACTION, TEXTURE_DETAIL_MASK, TEXTURE_DETAIL_ALBEDO, @@ -135,6 +136,7 @@ public: FEATURE_AMBIENT_OCCLUSION, FEATURE_DEPTH_MAPPING, FEATURE_SUBSURACE_SCATTERING, + FEATURE_TRANSMISSION, FEATURE_REFRACTION, FEATURE_DETAIL, FEATURE_MAX @@ -179,7 +181,7 @@ public: enum DiffuseMode { DIFFUSE_LAMBERT, - DIFFUSE_HALF_LAMBERT, + DIFFUSE_LAMBERT_WRAP, DIFFUSE_OREN_NAYAR, DIFFUSE_BURLEY, DIFFUSE_TOON, @@ -212,7 +214,7 @@ private: union MaterialKey { struct { - uint64_t feature_mask : 11; + uint64_t feature_mask : 12; uint64_t detail_uv : 1; uint64_t blend_mode : 2; uint64_t depth_draw_mode : 2; @@ -286,6 +288,7 @@ private: StringName anisotropy; StringName depth_scale; StringName subsurface_scattering_strength; + StringName transmission; StringName refraction; StringName point_size; StringName uv1_scale; @@ -337,6 +340,7 @@ private: float anisotropy; float depth_scale; float subsurface_scattering_strength; + Color transmission; float refraction; float line_width; float point_size; @@ -443,6 +447,9 @@ public: void set_subsurface_scattering_strength(float p_subsurface_scattering_strength); float get_subsurface_scattering_strength() const; + void set_transmission(const Color &p_transmission); + Color get_transmission() const; + void set_refraction(float p_refraction); float get_refraction() const; diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index ef0d063f83..91c5d430f5 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -102,6 +102,7 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY_FLOW"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TRANSMISSION"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["AO"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; @@ -137,7 +138,7 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].modes.insert("unshaded"); shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_lambert"); - shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_half_lambert"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_lambert_wrap"); shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_oren_nayar"); shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_burley"); shader_modes[VS::SHADER_SPATIAL].modes.insert("diffuse_toon"); |