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-rw-r--r--scene/resources/sky_material.cpp170
1 files changed, 89 insertions, 81 deletions
diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp
index 5d1a223cc7..d21f04fab8 100644
--- a/scene/resources/sky_material.cpp
+++ b/scene/resources/sky_material.cpp
@@ -30,10 +30,11 @@
#include "sky_material.h"
+#include "core/config/project_settings.h"
#include "core/version.h"
Mutex ProceduralSkyMaterial::shader_mutex;
-RID ProceduralSkyMaterial::shader;
+RID ProceduralSkyMaterial::shader_cache[2];
void ProceduralSkyMaterial::set_sky_top_color(const Color &p_sky_top) {
sky_top_color = p_sky_top;
@@ -62,13 +63,13 @@ float ProceduralSkyMaterial::get_sky_curve() const {
return sky_curve;
}
-void ProceduralSkyMaterial::set_sky_energy(float p_energy) {
- sky_energy = p_energy;
- RS::get_singleton()->material_set_param(_get_material(), "sky_energy", sky_energy);
+void ProceduralSkyMaterial::set_sky_energy_multiplier(float p_multiplier) {
+ sky_energy_multiplier = p_multiplier;
+ RS::get_singleton()->material_set_param(_get_material(), "sky_energy", sky_energy_multiplier);
}
-float ProceduralSkyMaterial::get_sky_energy() const {
- return sky_energy;
+float ProceduralSkyMaterial::get_sky_energy_multiplier() const {
+ return sky_energy_multiplier;
}
void ProceduralSkyMaterial::set_sky_cover(const Ref<Texture2D> &p_sky_cover) {
@@ -117,18 +118,18 @@ float ProceduralSkyMaterial::get_ground_curve() const {
return ground_curve;
}
-void ProceduralSkyMaterial::set_ground_energy(float p_energy) {
- ground_energy = p_energy;
- RS::get_singleton()->material_set_param(_get_material(), "ground_energy", ground_energy);
+void ProceduralSkyMaterial::set_ground_energy_multiplier(float p_multiplier) {
+ ground_energy_multiplier = p_multiplier;
+ RS::get_singleton()->material_set_param(_get_material(), "ground_energy", ground_energy_multiplier);
}
-float ProceduralSkyMaterial::get_ground_energy() const {
- return ground_energy;
+float ProceduralSkyMaterial::get_ground_energy_multiplier() const {
+ return ground_energy_multiplier;
}
void ProceduralSkyMaterial::set_sun_angle_max(float p_angle) {
sun_angle_max = p_angle;
- RS::get_singleton()->material_set_param(_get_material(), "sun_angle_max", Math::deg2rad(sun_angle_max));
+ RS::get_singleton()->material_set_param(_get_material(), "sun_angle_max", Math::deg_to_rad(sun_angle_max));
}
float ProceduralSkyMaterial::get_sun_angle_max() const {
@@ -146,7 +147,11 @@ float ProceduralSkyMaterial::get_sun_curve() const {
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);
+ _update_shader();
+ // Only set if shader already compiled
+ if (shader_set) {
+ RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(use_debanding)]);
+ }
}
bool ProceduralSkyMaterial::get_use_debanding() const {
@@ -160,7 +165,8 @@ Shader::Mode ProceduralSkyMaterial::get_shader_mode() const {
RID ProceduralSkyMaterial::get_rid() const {
_update_shader();
if (!shader_set) {
- RS::get_singleton()->material_set_shader(_get_material(), shader);
+ RS::get_singleton()->material_set_shader(_get_material(), shader_cache[1 - int(use_debanding)]);
+ RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(use_debanding)]);
shader_set = true;
}
return _get_material();
@@ -168,7 +174,13 @@ RID ProceduralSkyMaterial::get_rid() const {
RID ProceduralSkyMaterial::get_shader_rid() const {
_update_shader();
- return shader;
+ return shader_cache[int(use_debanding)];
+}
+
+void ProceduralSkyMaterial::_validate_property(PropertyInfo &p_property) const {
+ if ((p_property.name == "sky_luminance" || p_property.name == "ground_luminance") && !GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
}
void ProceduralSkyMaterial::_bind_methods() {
@@ -181,8 +193,8 @@ void ProceduralSkyMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_sky_curve", "curve"), &ProceduralSkyMaterial::set_sky_curve);
ClassDB::bind_method(D_METHOD("get_sky_curve"), &ProceduralSkyMaterial::get_sky_curve);
- 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_energy_multiplier", "multiplier"), &ProceduralSkyMaterial::set_sky_energy_multiplier);
+ ClassDB::bind_method(D_METHOD("get_sky_energy_multiplier"), &ProceduralSkyMaterial::get_sky_energy_multiplier);
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);
@@ -199,8 +211,8 @@ void ProceduralSkyMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_ground_curve", "curve"), &ProceduralSkyMaterial::set_ground_curve);
ClassDB::bind_method(D_METHOD("get_ground_curve"), &ProceduralSkyMaterial::get_ground_curve);
- ClassDB::bind_method(D_METHOD("set_ground_energy", "energy"), &ProceduralSkyMaterial::set_ground_energy);
- ClassDB::bind_method(D_METHOD("get_ground_energy"), &ProceduralSkyMaterial::get_ground_energy);
+ ClassDB::bind_method(D_METHOD("set_ground_energy_multiplier", "energy"), &ProceduralSkyMaterial::set_ground_energy_multiplier);
+ ClassDB::bind_method(D_METHOD("get_ground_energy_multiplier"), &ProceduralSkyMaterial::get_ground_energy_multiplier);
ClassDB::bind_method(D_METHOD("set_sun_angle_max", "degrees"), &ProceduralSkyMaterial::set_sun_angle_max);
ClassDB::bind_method(D_METHOD("get_sun_angle_max"), &ProceduralSkyMaterial::get_sun_angle_max);
@@ -215,7 +227,7 @@ void ProceduralSkyMaterial::_bind_methods() {
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::FLOAT, "sky_energy_multiplier", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sky_energy_multiplier", "get_sky_energy_multiplier");
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");
@@ -223,7 +235,7 @@ void ProceduralSkyMaterial::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_bottom_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_bottom_color", "get_ground_bottom_color");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_horizon_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_horizon_color", "get_ground_horizon_color");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_curve", PROPERTY_HINT_EXP_EASING), "set_ground_curve", "get_ground_curve");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_ground_energy", "get_ground_energy");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_energy_multiplier", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_ground_energy_multiplier", "get_ground_energy_multiplier");
ADD_GROUP("Sun", "sun_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_angle_max", PROPERTY_HINT_RANGE, "0,360,0.01,degrees"), "set_sun_angle_max", "get_sun_angle_max");
@@ -234,26 +246,29 @@ void ProceduralSkyMaterial::_bind_methods() {
}
void ProceduralSkyMaterial::cleanup_shader() {
- if (shader.is_valid()) {
- RS::get_singleton()->free(shader);
+ if (shader_cache[0].is_valid()) {
+ RS::get_singleton()->free(shader_cache[0]);
+ RS::get_singleton()->free(shader_cache[1]);
}
}
void ProceduralSkyMaterial::_update_shader() {
shader_mutex.lock();
- if (shader.is_null()) {
- shader = RS::get_singleton()->shader_create();
+ if (shader_cache[0].is_null()) {
+ for (int i = 0; i < 2; i++) {
+ shader_cache[i] = RS::get_singleton()->shader_create();
- // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
- RS::get_singleton()->shader_set_code(shader, R"(
+ // 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 ProceduralSkyMaterial.
shader_type sky;
+%s
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 float sky_energy = 1.0; // In Lux.
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);
@@ -262,14 +277,6 @@ 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));
@@ -325,11 +332,10 @@ void sky() {
ground *= ground_energy;
COLOR = mix(ground, sky, step(0.0, EYEDIR.y));
- if (use_debanding) {
- COLOR += interleaved_gradient_noise(FRAGCOORD.xy);
- }
}
-)");
+)",
+ i ? "render_mode use_debanding;" : ""));
+ }
}
shader_mutex.unlock();
}
@@ -338,13 +344,13 @@ ProceduralSkyMaterial::ProceduralSkyMaterial() {
set_sky_top_color(Color(0.385, 0.454, 0.55));
set_sky_horizon_color(Color(0.6463, 0.6558, 0.6708));
set_sky_curve(0.15);
- set_sky_energy(1.0);
+ set_sky_energy_multiplier(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));
set_ground_curve(0.02);
- set_ground_energy(1.0);
+ set_ground_energy_multiplier(1.0);
set_sun_angle_max(30.0);
set_sun_curve(0.15);
@@ -528,18 +534,22 @@ Color PhysicalSkyMaterial::get_ground_color() const {
return ground_color;
}
-void PhysicalSkyMaterial::set_exposure(float p_exposure) {
- exposure = p_exposure;
- RS::get_singleton()->material_set_param(_get_material(), "exposure", exposure);
+void PhysicalSkyMaterial::set_energy_multiplier(float p_multiplier) {
+ energy_multiplier = p_multiplier;
+ RS::get_singleton()->material_set_param(_get_material(), "exposure", energy_multiplier);
}
-float PhysicalSkyMaterial::get_exposure() const {
- return exposure;
+float PhysicalSkyMaterial::get_energy_multiplier() const {
+ return energy_multiplier;
}
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);
+ _update_shader();
+ // Only set if shader already compiled
+ if (shader_set) {
+ RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(use_debanding)]);
+ }
}
bool PhysicalSkyMaterial::get_use_debanding() const {
@@ -563,7 +573,8 @@ Shader::Mode PhysicalSkyMaterial::get_shader_mode() const {
RID PhysicalSkyMaterial::get_rid() const {
_update_shader();
if (!shader_set) {
- RS::get_singleton()->material_set_shader(_get_material(), shader);
+ RS::get_singleton()->material_set_shader(_get_material(), shader_cache[1 - int(use_debanding)]);
+ RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(use_debanding)]);
shader_set = true;
}
return _get_material();
@@ -571,11 +582,17 @@ RID PhysicalSkyMaterial::get_rid() const {
RID PhysicalSkyMaterial::get_shader_rid() const {
_update_shader();
- return shader;
+ return shader_cache[int(use_debanding)];
+}
+
+void PhysicalSkyMaterial::_validate_property(PropertyInfo &p_property) const {
+ if (p_property.name == "exposure_value" && !GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
}
Mutex PhysicalSkyMaterial::shader_mutex;
-RID PhysicalSkyMaterial::shader;
+RID PhysicalSkyMaterial::shader_cache[2];
void PhysicalSkyMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_rayleigh_coefficient", "rayleigh"), &PhysicalSkyMaterial::set_rayleigh_coefficient);
@@ -602,8 +619,8 @@ void PhysicalSkyMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_ground_color", "color"), &PhysicalSkyMaterial::set_ground_color);
ClassDB::bind_method(D_METHOD("get_ground_color"), &PhysicalSkyMaterial::get_ground_color);
- 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_energy_multiplier", "multiplier"), &PhysicalSkyMaterial::set_energy_multiplier);
+ ClassDB::bind_method(D_METHOD("get_energy_multiplier"), &PhysicalSkyMaterial::get_energy_multiplier);
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);
@@ -623,27 +640,30 @@ void PhysicalSkyMaterial::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "turbidity", PROPERTY_HINT_RANGE, "0,1000,0.01"), "set_turbidity", "get_turbidity");
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, "energy_multiplier", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_energy_multiplier", "get_energy_multiplier");
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");
}
void PhysicalSkyMaterial::cleanup_shader() {
- if (shader.is_valid()) {
- RS::get_singleton()->free(shader);
+ if (shader_cache[0].is_valid()) {
+ RS::get_singleton()->free(shader_cache[0]);
+ RS::get_singleton()->free(shader_cache[1]);
}
}
void PhysicalSkyMaterial::_update_shader() {
shader_mutex.lock();
- if (shader.is_null()) {
- shader = RS::get_singleton()->shader_create();
+ if (shader_cache[0].is_null()) {
+ for (int i = 0; i < 2; i++) {
+ shader_cache[i] = RS::get_singleton()->shader_create();
- // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
- RS::get_singleton()->shader_set_code(shader, R"(
+ // 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 PhysicalSkyMaterial.
shader_type sky;
+%s
uniform float rayleigh : hint_range(0, 64) = 2.0;
uniform vec4 rayleigh_color : source_color = vec4(0.3, 0.405, 0.6, 1.0);
@@ -654,16 +674,12 @@ 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 : source_color = vec4(0.1, 0.07, 0.034, 1.0);
-uniform float exposure : hint_range(0, 128) = 0.1;
-uniform bool use_debanding = true;
+uniform float exposure : hint_range(0, 128) = 1.0;
uniform sampler2D night_sky : source_color, hint_default_black;
const vec3 UP = vec3( 0.0, 1.0, 0.0 );
-// Sun constants
-const float SUN_ENERGY = 1000.0;
-
// Optical length at zenith for molecules.
const float rayleigh_zenith_size = 8.4e3;
const float mie_zenith_size = 1.25e3;
@@ -673,17 +689,10 @@ 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));
}
-// 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() {
if (LIGHT0_ENABLED) {
float zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 );
- float sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * SUN_ENERGY * LIGHT0_ENERGY;
+ float sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * LIGHT0_ENERGY;
float sun_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0);
// Rayleigh coefficients.
@@ -721,22 +730,21 @@ void sky() {
float sunAngularDiameterCos = cos(LIGHT0_SIZE * sun_disk_scale);
float sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale*0.5);
float sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta);
- vec3 L0 = (sun_energy * 1900.0 * extinction) * sundisk * LIGHT0_COLOR;
+ vec3 L0 = (sun_energy * extinction) * sundisk * LIGHT0_COLOR;
L0 += texture(night_sky, SKY_COORDS).xyz * extinction;
- vec3 color = (Lin + L0) * 0.04;
+ vec3 color = Lin + L0;
COLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));
COLOR *= exposure;
- 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;
+ COLOR = texture(night_sky, SKY_COORDS).xyz;
COLOR *= exposure;
}
}
-)");
+)",
+ i ? "render_mode use_debanding;" : ""));
+ }
}
shader_mutex.unlock();
@@ -751,7 +759,7 @@ PhysicalSkyMaterial::PhysicalSkyMaterial() {
set_turbidity(10.0);
set_sun_disk_scale(1.0);
set_ground_color(Color(0.1, 0.07, 0.034));
- set_exposure(0.1);
+ set_energy_multiplier(1.0);
set_use_debanding(true);
}