diff options
Diffstat (limited to 'scene/resources/sky_material.cpp')
-rw-r--r-- | scene/resources/sky_material.cpp | 118 |
1 files changed, 91 insertions, 27 deletions
diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp index 8e633a4075..5d1a223cc7 100644 --- a/scene/resources/sky_material.cpp +++ b/scene/resources/sky_material.cpp @@ -71,6 +71,25 @@ float ProceduralSkyMaterial::get_sky_energy() const { return sky_energy; } +void ProceduralSkyMaterial::set_sky_cover(const Ref<Texture2D> &p_sky_cover) { + sky_cover = p_sky_cover; + RID tex_rid = p_sky_cover.is_valid() ? p_sky_cover->get_rid() : RID(); + RS::get_singleton()->material_set_param(_get_material(), "sky_cover", tex_rid); +} + +Ref<Texture2D> ProceduralSkyMaterial::get_sky_cover() const { + return sky_cover; +} + +void ProceduralSkyMaterial::set_sky_cover_modulate(const Color &p_sky_cover_modulate) { + sky_cover_modulate = p_sky_cover_modulate; + RS::get_singleton()->material_set_param(_get_material(), "sky_cover_modulate", sky_cover_modulate); +} + +Color ProceduralSkyMaterial::get_sky_cover_modulate() const { + return sky_cover_modulate; +} + void ProceduralSkyMaterial::set_ground_bottom_color(const Color &p_ground_bottom) { ground_bottom_color = p_ground_bottom; RS::get_singleton()->material_set_param(_get_material(), "ground_bottom_color", ground_bottom_color); @@ -125,6 +144,15 @@ float ProceduralSkyMaterial::get_sun_curve() const { return sun_curve; } +void ProceduralSkyMaterial::set_use_debanding(bool p_use_debanding) { + use_debanding = p_use_debanding; + RS::get_singleton()->material_set_param(_get_material(), "use_debanding", use_debanding); +} + +bool ProceduralSkyMaterial::get_use_debanding() const { + return use_debanding; +} + Shader::Mode ProceduralSkyMaterial::get_shader_mode() const { return Shader::MODE_SKY; } @@ -156,6 +184,12 @@ void ProceduralSkyMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_sky_energy", "energy"), &ProceduralSkyMaterial::set_sky_energy); ClassDB::bind_method(D_METHOD("get_sky_energy"), &ProceduralSkyMaterial::get_sky_energy); + ClassDB::bind_method(D_METHOD("set_sky_cover", "sky_cover"), &ProceduralSkyMaterial::set_sky_cover); + ClassDB::bind_method(D_METHOD("get_sky_cover"), &ProceduralSkyMaterial::get_sky_cover); + + ClassDB::bind_method(D_METHOD("set_sky_cover_modulate", "color"), &ProceduralSkyMaterial::set_sky_cover_modulate); + ClassDB::bind_method(D_METHOD("get_sky_cover_modulate"), &ProceduralSkyMaterial::get_sky_cover_modulate); + ClassDB::bind_method(D_METHOD("set_ground_bottom_color", "color"), &ProceduralSkyMaterial::set_ground_bottom_color); ClassDB::bind_method(D_METHOD("get_ground_bottom_color"), &ProceduralSkyMaterial::get_ground_bottom_color); @@ -174,11 +208,16 @@ void ProceduralSkyMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_sun_curve", "curve"), &ProceduralSkyMaterial::set_sun_curve); ClassDB::bind_method(D_METHOD("get_sun_curve"), &ProceduralSkyMaterial::get_sun_curve); + ClassDB::bind_method(D_METHOD("set_use_debanding", "use_debanding"), &ProceduralSkyMaterial::set_use_debanding); + ClassDB::bind_method(D_METHOD("get_use_debanding"), &ProceduralSkyMaterial::get_use_debanding); + ADD_GROUP("Sky", "sky_"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_top_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_sky_top_color", "get_sky_top_color"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_horizon_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_sky_horizon_color", "get_sky_horizon_color"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_curve", PROPERTY_HINT_EXP_EASING), "set_sky_curve", "get_sky_curve"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sky_energy", "get_sky_energy"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "sky_cover", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_sky_cover", "get_sky_cover"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_cover_modulate"), "set_sky_cover_modulate", "get_sky_cover_modulate"); ADD_GROUP("Ground", "ground_"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_bottom_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_bottom_color", "get_ground_bottom_color"); @@ -187,8 +226,11 @@ void ProceduralSkyMaterial::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_ground_energy", "get_ground_energy"); ADD_GROUP("Sun", "sun_"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_angle_max", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_angle_max", "get_sun_angle_max"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_angle_max", PROPERTY_HINT_RANGE, "0,360,0.01,degrees"), "set_sun_angle_max", "get_sun_angle_max"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_curve", PROPERTY_HINT_EXP_EASING), "set_sun_curve", "get_sun_curve"); + + ADD_GROUP("", ""); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_debanding"), "set_use_debanding", "get_use_debanding"); } void ProceduralSkyMaterial::cleanup_shader() { @@ -208,16 +250,26 @@ void ProceduralSkyMaterial::_update_shader() { shader_type sky; -uniform vec4 sky_top_color : hint_color = vec4(0.385, 0.454, 0.55, 1.0); -uniform vec4 sky_horizon_color : hint_color = vec4(0.646, 0.656, 0.67, 1.0); +uniform vec4 sky_top_color : source_color = vec4(0.385, 0.454, 0.55, 1.0); +uniform vec4 sky_horizon_color : source_color = vec4(0.646, 0.656, 0.67, 1.0); uniform float sky_curve : hint_range(0, 1) = 0.15; uniform float sky_energy = 1.0; -uniform vec4 ground_bottom_color : hint_color = vec4(0.2, 0.169, 0.133, 1.0); -uniform vec4 ground_horizon_color : hint_color = vec4(0.646, 0.656, 0.67, 1.0); +uniform sampler2D sky_cover : source_color, hint_default_black; +uniform vec4 sky_cover_modulate : source_color = vec4(1.0, 1.0, 1.0, 1.0); +uniform vec4 ground_bottom_color : source_color = vec4(0.2, 0.169, 0.133, 1.0); +uniform vec4 ground_horizon_color : source_color = vec4(0.646, 0.656, 0.67, 1.0); uniform float ground_curve : hint_range(0, 1) = 0.02; uniform float ground_energy = 1.0; uniform float sun_angle_max = 30.0; uniform float sun_curve : hint_range(0, 1) = 0.15; +uniform bool use_debanding = true; + +// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare +vec3 interleaved_gradient_noise(vec2 pos) { + const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f); + float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0; + return vec3(res, -res, res) / 255.0; +} void sky() { float v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0)); @@ -265,11 +317,17 @@ void sky() { } } + vec4 sky_cover_texture = texture(sky_cover, SKY_COORDS); + sky += (sky_cover_texture.rgb * sky_cover_modulate.rgb) * sky_cover_texture.a * sky_cover_modulate.a * sky_energy; + c = (v_angle - (PI * 0.5)) / (PI * 0.5); vec3 ground = mix(ground_horizon_color.rgb, ground_bottom_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / ground_curve), 0.0, 1.0)); ground *= ground_energy; COLOR = mix(ground, sky, step(0.0, EYEDIR.y)); + if (use_debanding) { + COLOR += interleaved_gradient_noise(FRAGCOORD.xy); + } } )"); } @@ -281,6 +339,7 @@ ProceduralSkyMaterial::ProceduralSkyMaterial() { set_sky_horizon_color(Color(0.6463, 0.6558, 0.6708)); set_sky_curve(0.15); set_sky_energy(1.0); + set_sky_cover_modulate(Color(1, 1, 1)); set_ground_bottom_color(Color(0.2, 0.169, 0.133)); set_ground_horizon_color(Color(0.6463, 0.6558, 0.6708)); @@ -289,6 +348,7 @@ ProceduralSkyMaterial::ProceduralSkyMaterial() { set_sun_angle_max(30.0); set_sun_curve(0.15); + set_use_debanding(true); } ProceduralSkyMaterial::~ProceduralSkyMaterial() { @@ -371,8 +431,11 @@ void PanoramaSkyMaterial::_update_shader() { // Add a comment to describe the shader origin (useful when converting to ShaderMaterial). RS::get_singleton()->shader_set_code(shader_cache[i], vformat(R"( // NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s PanoramaSkyMaterial. + shader_type sky; -uniform sampler2D source_panorama : %s, hint_albedo; + +uniform sampler2D source_panorama : %s, source_color, hint_default_black; + void sky() { COLOR = texture(source_panorama, SKY_COORDS).rgb; } @@ -474,13 +537,13 @@ float PhysicalSkyMaterial::get_exposure() const { return exposure; } -void PhysicalSkyMaterial::set_dither_strength(float p_dither_strength) { - dither_strength = p_dither_strength; - RS::get_singleton()->material_set_param(_get_material(), "dither_strength", dither_strength); +void PhysicalSkyMaterial::set_use_debanding(bool p_use_debanding) { + use_debanding = p_use_debanding; + RS::get_singleton()->material_set_param(_get_material(), "use_debanding", use_debanding); } -float PhysicalSkyMaterial::get_dither_strength() const { - return dither_strength; +bool PhysicalSkyMaterial::get_use_debanding() const { + return use_debanding; } void PhysicalSkyMaterial::set_night_sky(const Ref<Texture2D> &p_night_sky) { @@ -542,8 +605,8 @@ void PhysicalSkyMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_exposure", "exposure"), &PhysicalSkyMaterial::set_exposure); ClassDB::bind_method(D_METHOD("get_exposure"), &PhysicalSkyMaterial::get_exposure); - ClassDB::bind_method(D_METHOD("set_dither_strength", "strength"), &PhysicalSkyMaterial::set_dither_strength); - ClassDB::bind_method(D_METHOD("get_dither_strength"), &PhysicalSkyMaterial::get_dither_strength); + ClassDB::bind_method(D_METHOD("set_use_debanding", "use_debanding"), &PhysicalSkyMaterial::set_use_debanding); + ClassDB::bind_method(D_METHOD("get_use_debanding"), &PhysicalSkyMaterial::get_use_debanding); ClassDB::bind_method(D_METHOD("set_night_sky", "night_sky"), &PhysicalSkyMaterial::set_night_sky); ClassDB::bind_method(D_METHOD("get_night_sky"), &PhysicalSkyMaterial::get_night_sky); @@ -561,7 +624,7 @@ void PhysicalSkyMaterial::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_disk_scale", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_disk_scale", "get_sun_disk_scale"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_color", "get_ground_color"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "exposure", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_exposure", "get_exposure"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dither_strength", PROPERTY_HINT_RANGE, "0,10,0.01"), "set_dither_strength", "get_dither_strength"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_debanding"), "set_use_debanding", "get_use_debanding"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "night_sky", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_night_sky", "get_night_sky"); } @@ -583,18 +646,18 @@ void PhysicalSkyMaterial::_update_shader() { shader_type sky; uniform float rayleigh : hint_range(0, 64) = 2.0; -uniform vec4 rayleigh_color : hint_color = vec4(0.3, 0.405, 0.6, 1.0); +uniform vec4 rayleigh_color : source_color = vec4(0.3, 0.405, 0.6, 1.0); uniform float mie : hint_range(0, 1) = 0.005; uniform float mie_eccentricity : hint_range(-1, 1) = 0.8; -uniform vec4 mie_color : hint_color = vec4(0.69, 0.729, 0.812, 1.0); +uniform vec4 mie_color : source_color = vec4(0.69, 0.729, 0.812, 1.0); uniform float turbidity : hint_range(0, 1000) = 10.0; uniform float sun_disk_scale : hint_range(0, 360) = 1.0; -uniform vec4 ground_color : hint_color = vec4(0.1, 0.07, 0.034, 1.0); +uniform vec4 ground_color : source_color = vec4(0.1, 0.07, 0.034, 1.0); uniform float exposure : hint_range(0, 128) = 0.1; -uniform float dither_strength : hint_range(0, 10) = 1.0; +uniform bool use_debanding = true; -uniform sampler2D night_sky : hint_black_albedo; +uniform sampler2D night_sky : source_color, hint_default_black; const vec3 UP = vec3( 0.0, 1.0, 0.0 ); @@ -610,11 +673,11 @@ float henyey_greenstein(float cos_theta, float g) { return k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5)); } -// From: https://www.shadertoy.com/view/4sfGzS credit to iq -float hash(vec3 p) { - p = fract( p * 0.3183099 + 0.1 ); - p *= 17.0; - return fract(p.x * p.y * p.z * (p.x + p.y + p.z)); +// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare +vec3 interleaved_gradient_noise(vec2 pos) { + const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f); + float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0; + return vec3(res, -res, res) / 255.0; } void sky() { @@ -664,8 +727,9 @@ void sky() { vec3 color = (Lin + L0) * 0.04; COLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade)))); COLOR *= exposure; - // Make optional, eliminates banding. - COLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.016 * dither_strength; + if (use_debanding) { + COLOR += interleaved_gradient_noise(FRAGCOORD.xy); + } } else { // There is no sun, so display night_sky and nothing else. COLOR = texture(night_sky, SKY_COORDS).xyz * 0.04; @@ -688,7 +752,7 @@ PhysicalSkyMaterial::PhysicalSkyMaterial() { set_sun_disk_scale(1.0); set_ground_color(Color(0.1, 0.07, 0.034)); set_exposure(0.1); - set_dither_strength(1.0); + set_use_debanding(true); } PhysicalSkyMaterial::~PhysicalSkyMaterial() { |