/*************************************************************************/ /* sky_material.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "sky_material.h" void ProceduralSkyMaterial::set_sky_top_color(const Color &p_sky_top) { sky_top_color = p_sky_top; RS::get_singleton()->material_set_param(_get_material(), "sky_top_color", sky_top_color.to_linear()); } Color ProceduralSkyMaterial::get_sky_top_color() const { return sky_top_color; } void ProceduralSkyMaterial::set_sky_horizon_color(const Color &p_sky_horizon) { sky_horizon_color = p_sky_horizon; RS::get_singleton()->material_set_param(_get_material(), "sky_horizon_color", sky_horizon_color.to_linear()); } Color ProceduralSkyMaterial::get_sky_horizon_color() const { return sky_horizon_color; } void ProceduralSkyMaterial::set_sky_curve(float p_curve) { sky_curve = p_curve; RS::get_singleton()->material_set_param(_get_material(), "sky_curve", sky_curve); } 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); } float ProceduralSkyMaterial::get_sky_energy() const { return sky_energy; } 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.to_linear()); } Color ProceduralSkyMaterial::get_ground_bottom_color() const { return ground_bottom_color; } void ProceduralSkyMaterial::set_ground_horizon_color(const Color &p_ground_horizon) { ground_horizon_color = p_ground_horizon; RS::get_singleton()->material_set_param(_get_material(), "ground_horizon_color", ground_horizon_color.to_linear()); } Color ProceduralSkyMaterial::get_ground_horizon_color() const { return ground_horizon_color; } void ProceduralSkyMaterial::set_ground_curve(float p_curve) { ground_curve = p_curve; RS::get_singleton()->material_set_param(_get_material(), "ground_curve", ground_curve); } 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); } float ProceduralSkyMaterial::get_ground_energy() const { return ground_energy; } 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)); } float ProceduralSkyMaterial::get_sun_angle_max() const { return sun_angle_max; } void ProceduralSkyMaterial::set_sun_curve(float p_curve) { sun_curve = p_curve; RS::get_singleton()->material_set_param(_get_material(), "sun_curve", sun_curve); } float ProceduralSkyMaterial::get_sun_curve() const { return sun_curve; } bool ProceduralSkyMaterial::_can_do_next_pass() const { return false; } Shader::Mode ProceduralSkyMaterial::get_shader_mode() const { return Shader::MODE_SKY; } RID ProceduralSkyMaterial::get_shader_rid() const { return shader; } void ProceduralSkyMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_sky_top_color", "color"), &ProceduralSkyMaterial::set_sky_top_color); ClassDB::bind_method(D_METHOD("get_sky_top_color"), &ProceduralSkyMaterial::get_sky_top_color); ClassDB::bind_method(D_METHOD("set_sky_horizon_color", "color"), &ProceduralSkyMaterial::set_sky_horizon_color); ClassDB::bind_method(D_METHOD("get_sky_horizon_color"), &ProceduralSkyMaterial::get_sky_horizon_color); 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_ground_bottom_color", "color"), &ProceduralSkyMaterial::set_ground_bottom_color); ClassDB::bind_method(D_METHOD("get_ground_bottom_color"), &ProceduralSkyMaterial::get_ground_bottom_color); ClassDB::bind_method(D_METHOD("set_ground_horizon_color", "color"), &ProceduralSkyMaterial::set_ground_horizon_color); ClassDB::bind_method(D_METHOD("get_ground_horizon_color"), &ProceduralSkyMaterial::get_ground_horizon_color); 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_sun_angle_max", "degrees"), &ProceduralSkyMaterial::set_sun_angle_max); ClassDB::bind_method(D_METHOD("get_sun_angle_max"), &ProceduralSkyMaterial::get_sun_angle_max); 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); ADD_GROUP("Sky", "sky_"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_top_color"), "set_sky_top_color", "get_sky_top_color"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_horizon_color"), "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_GROUP("Ground", "ground_"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_bottom_color"), "set_ground_bottom_color", "get_ground_bottom_color"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_horizon_color"), "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_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_curve", PROPERTY_HINT_EXP_EASING), "set_sun_curve", "get_sun_curve"); } ProceduralSkyMaterial::ProceduralSkyMaterial() { shader = RS::get_singleton()->shader_create(); RS::get_singleton()->shader_set_code(shader, R"( shader_type sky; uniform vec4 sky_top_color : hint_color = vec4(0.35, 0.46, 0.71, 1.0); uniform vec4 sky_horizon_color : hint_color = vec4(0.55, 0.69, 0.81, 1.0); uniform float sky_curve : hint_range(0, 1) = 0.09; uniform float sky_energy = 1.0; uniform vec4 ground_bottom_color : hint_color = vec4(0.12, 0.12, 0.13, 1.0); uniform vec4 ground_horizon_color : hint_color = vec4(0.37, 0.33, 0.31, 1.0); uniform float ground_curve : hint_range(0, 1) = 0.02; uniform float ground_energy = 1.0; uniform float sun_angle_max = 1.74; uniform float sun_curve : hint_range(0, 1) = 0.05; void sky() { float v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0)); float c = (1.0 - v_angle / (PI * 0.5)); vec3 sky = mix(sky_horizon_color.rgb, sky_top_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / sky_curve), 0.0, 1.0)); sky *= sky_energy; if (LIGHT0_ENABLED) { float sun_angle = acos(dot(LIGHT0_DIRECTION, EYEDIR)); if (sun_angle < LIGHT0_SIZE) { sky = LIGHT0_COLOR * LIGHT0_ENERGY; } else if (sun_angle < sun_angle_max) { float c2 = (sun_angle - LIGHT0_SIZE) / (sun_angle_max - LIGHT0_SIZE); sky = mix(LIGHT0_COLOR * LIGHT0_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0)); } } if (LIGHT1_ENABLED) { float sun_angle = acos(dot(LIGHT1_DIRECTION, EYEDIR)); if (sun_angle < LIGHT1_SIZE) { sky = LIGHT1_COLOR * LIGHT1_ENERGY; } else if (sun_angle < sun_angle_max) { float c2 = (sun_angle - LIGHT1_SIZE) / (sun_angle_max - LIGHT1_SIZE); sky = mix(LIGHT1_COLOR * LIGHT1_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0)); } } if (LIGHT2_ENABLED) { float sun_angle = acos(dot(LIGHT2_DIRECTION, EYEDIR)); if (sun_angle < LIGHT2_SIZE) { sky = LIGHT2_COLOR * LIGHT2_ENERGY; } else if (sun_angle < sun_angle_max) { float c2 = (sun_angle - LIGHT2_SIZE) / (sun_angle_max - LIGHT2_SIZE); sky = mix(LIGHT2_COLOR * LIGHT2_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0)); } } if (LIGHT3_ENABLED) { float sun_angle = acos(dot(LIGHT3_DIRECTION, EYEDIR)); if (sun_angle < LIGHT3_SIZE) { sky = LIGHT3_COLOR * LIGHT3_ENERGY; } else if (sun_angle < sun_angle_max) { float c2 = (sun_angle - LIGHT3_SIZE) / (sun_angle_max - LIGHT3_SIZE); sky = mix(LIGHT3_COLOR * LIGHT3_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0)); } } 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)); } )"); RS::get_singleton()->material_set_shader(_get_material(), shader); set_sky_top_color(Color(0.35, 0.46, 0.71)); set_sky_horizon_color(Color(0.55, 0.69, 0.81)); set_sky_curve(0.09); set_sky_energy(1.0); set_ground_bottom_color(Color(0.12, 0.12, 0.13)); set_ground_horizon_color(Color(0.37, 0.33, 0.31)); set_ground_curve(0.02); set_ground_energy(1.0); set_sun_angle_max(100.0); set_sun_curve(0.05); } ProceduralSkyMaterial::~ProceduralSkyMaterial() { RS::get_singleton()->free(shader); RS::get_singleton()->material_set_shader(_get_material(), RID()); } ///////////////////////////////////////// /* PanoramaSkyMaterial */ void PanoramaSkyMaterial::set_panorama(const Ref &p_panorama) { panorama = p_panorama; RID tex_rid = p_panorama.is_valid() ? p_panorama->get_rid() : RID(); RS::get_singleton()->material_set_param(_get_material(), "source_panorama", tex_rid); } Ref PanoramaSkyMaterial::get_panorama() const { return panorama; } bool PanoramaSkyMaterial::_can_do_next_pass() const { return false; } Shader::Mode PanoramaSkyMaterial::get_shader_mode() const { return Shader::MODE_SKY; } RID PanoramaSkyMaterial::get_shader_rid() const { return shader; } void PanoramaSkyMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_panorama", "texture"), &PanoramaSkyMaterial::set_panorama); ClassDB::bind_method(D_METHOD("get_panorama"), &PanoramaSkyMaterial::get_panorama); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_panorama", "get_panorama"); } PanoramaSkyMaterial::PanoramaSkyMaterial() { shader = RS::get_singleton()->shader_create(); RS::get_singleton()->shader_set_code(shader, R"( shader_type sky; uniform sampler2D source_panorama : filter_linear; void sky() { COLOR = texture(source_panorama, SKY_COORDS).rgb; } )"); RS::get_singleton()->material_set_shader(_get_material(), shader); } PanoramaSkyMaterial::~PanoramaSkyMaterial() { RS::get_singleton()->free(shader); RS::get_singleton()->material_set_shader(_get_material(), RID()); } ////////////////////////////////// /* PhysicalSkyMaterial */ void PhysicalSkyMaterial::set_rayleigh_coefficient(float p_rayleigh) { rayleigh = p_rayleigh; RS::get_singleton()->material_set_param(_get_material(), "rayleigh", rayleigh); } float PhysicalSkyMaterial::get_rayleigh_coefficient() const { return rayleigh; } void PhysicalSkyMaterial::set_rayleigh_color(Color p_rayleigh_color) { rayleigh_color = p_rayleigh_color; RS::get_singleton()->material_set_param(_get_material(), "rayleigh_color", rayleigh_color); } Color PhysicalSkyMaterial::get_rayleigh_color() const { return rayleigh_color; } void PhysicalSkyMaterial::set_mie_coefficient(float p_mie) { mie = p_mie; RS::get_singleton()->material_set_param(_get_material(), "mie", mie); } float PhysicalSkyMaterial::get_mie_coefficient() const { return mie; } void PhysicalSkyMaterial::set_mie_eccentricity(float p_eccentricity) { mie_eccentricity = p_eccentricity; RS::get_singleton()->material_set_param(_get_material(), "mie_eccentricity", mie_eccentricity); } float PhysicalSkyMaterial::get_mie_eccentricity() const { return mie_eccentricity; } void PhysicalSkyMaterial::set_mie_color(Color p_mie_color) { mie_color = p_mie_color; RS::get_singleton()->material_set_param(_get_material(), "mie_color", mie_color); } Color PhysicalSkyMaterial::get_mie_color() const { return mie_color; } void PhysicalSkyMaterial::set_turbidity(float p_turbidity) { turbidity = p_turbidity; RS::get_singleton()->material_set_param(_get_material(), "turbidity", turbidity); } float PhysicalSkyMaterial::get_turbidity() const { return turbidity; } void PhysicalSkyMaterial::set_sun_disk_scale(float p_sun_disk_scale) { sun_disk_scale = p_sun_disk_scale; RS::get_singleton()->material_set_param(_get_material(), "sun_disk_scale", sun_disk_scale); } float PhysicalSkyMaterial::get_sun_disk_scale() const { return sun_disk_scale; } void PhysicalSkyMaterial::set_ground_color(Color p_ground_color) { ground_color = p_ground_color; RS::get_singleton()->material_set_param(_get_material(), "ground_color", ground_color); } 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); } 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); } float PhysicalSkyMaterial::get_dither_strength() const { return dither_strength; } void PhysicalSkyMaterial::set_night_sky(const Ref &p_night_sky) { night_sky = p_night_sky; RID tex_rid = p_night_sky.is_valid() ? p_night_sky->get_rid() : RID(); RS::get_singleton()->material_set_param(_get_material(), "night_sky", tex_rid); } Ref PhysicalSkyMaterial::get_night_sky() const { return night_sky; } bool PhysicalSkyMaterial::_can_do_next_pass() const { return false; } Shader::Mode PhysicalSkyMaterial::get_shader_mode() const { return Shader::MODE_SKY; } RID PhysicalSkyMaterial::get_shader_rid() const { return shader; } void PhysicalSkyMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_rayleigh_coefficient", "rayleigh"), &PhysicalSkyMaterial::set_rayleigh_coefficient); ClassDB::bind_method(D_METHOD("get_rayleigh_coefficient"), &PhysicalSkyMaterial::get_rayleigh_coefficient); ClassDB::bind_method(D_METHOD("set_rayleigh_color", "color"), &PhysicalSkyMaterial::set_rayleigh_color); ClassDB::bind_method(D_METHOD("get_rayleigh_color"), &PhysicalSkyMaterial::get_rayleigh_color); ClassDB::bind_method(D_METHOD("set_mie_coefficient", "mie"), &PhysicalSkyMaterial::set_mie_coefficient); ClassDB::bind_method(D_METHOD("get_mie_coefficient"), &PhysicalSkyMaterial::get_mie_coefficient); ClassDB::bind_method(D_METHOD("set_mie_eccentricity", "eccentricity"), &PhysicalSkyMaterial::set_mie_eccentricity); ClassDB::bind_method(D_METHOD("get_mie_eccentricity"), &PhysicalSkyMaterial::get_mie_eccentricity); ClassDB::bind_method(D_METHOD("set_mie_color", "color"), &PhysicalSkyMaterial::set_mie_color); ClassDB::bind_method(D_METHOD("get_mie_color"), &PhysicalSkyMaterial::get_mie_color); ClassDB::bind_method(D_METHOD("set_turbidity", "turbidity"), &PhysicalSkyMaterial::set_turbidity); ClassDB::bind_method(D_METHOD("get_turbidity"), &PhysicalSkyMaterial::get_turbidity); ClassDB::bind_method(D_METHOD("set_sun_disk_scale", "scale"), &PhysicalSkyMaterial::set_sun_disk_scale); ClassDB::bind_method(D_METHOD("get_sun_disk_scale"), &PhysicalSkyMaterial::get_sun_disk_scale); 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_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_night_sky", "night_sky"), &PhysicalSkyMaterial::set_night_sky); ClassDB::bind_method(D_METHOD("get_night_sky"), &PhysicalSkyMaterial::get_night_sky); ADD_GROUP("Rayleigh", "rayleigh_"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rayleigh_coefficient", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_rayleigh_coefficient", "get_rayleigh_coefficient"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "rayleigh_color"), "set_rayleigh_color", "get_rayleigh_color"); ADD_GROUP("Mie", "mie_"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_coefficient", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_mie_coefficient", "get_mie_coefficient"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_eccentricity", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_mie_eccentricity", "get_mie_eccentricity"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "mie_color"), "set_mie_color", "get_mie_color"); 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"), "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::OBJECT, "night_sky", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_night_sky", "get_night_sky"); } PhysicalSkyMaterial::PhysicalSkyMaterial() { shader = RS::get_singleton()->shader_create(); RS::get_singleton()->shader_set_code(shader, R"( shader_type sky; uniform float rayleigh : hint_range(0, 64) = 2.0; uniform vec4 rayleigh_color : hint_color = vec4(0.056, 0.14, 0.3, 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(0.36, 0.56, 0.82, 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(1.0); uniform float exposure : hint_range(0, 128) = 0.1; uniform float dither_strength : hint_range(0, 10) = 1.0; uniform sampler2D night_sky : hint_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; float henyey_greenstein(float cos_theta, float g) { const float k = 0.0795774715459; 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)); } 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_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0); // Rayleigh coefficients. float rayleigh_coefficient = rayleigh - ( 1.0 * ( 1.0 - sun_fade ) ); vec3 rayleigh_beta = rayleigh_coefficient * rayleigh_color.rgb * 0.0001; // mie coefficients from Preetham vec3 mie_beta = turbidity * mie * mie_color.rgb * 0.000434; // Optical length. float zenith = acos(max(0.0, dot(UP, EYEDIR))); float optical_mass = 1.0 / (cos(zenith) + 0.15 * pow(93.885 - degrees(zenith), -1.253)); float rayleigh_scatter = rayleigh_zenith_size * optical_mass; float mie_scatter = mie_zenith_size * optical_mass; // Light extinction based on thickness of atmosphere. vec3 extinction = exp(-(rayleigh_beta * rayleigh_scatter + mie_beta * mie_scatter)); // In scattering. float cos_theta = dot(EYEDIR, normalize(LIGHT0_DIRECTION)); float rayleigh_phase = (3.0 / (16.0 * PI)) * (1.0 + pow(cos_theta * 0.5 + 0.5, 2.0)); vec3 betaRTheta = rayleigh_beta * rayleigh_phase; float mie_phase = henyey_greenstein(cos_theta, mie_eccentricity); vec3 betaMTheta = mie_beta * mie_phase; vec3 Lin = pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * (1.0 - extinction), vec3(1.5)); // Hack from https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Sky.js Lin *= mix(vec3(1.0), pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * extinction, vec3(0.5)), clamp(pow(1.0 - zenith_angle, 5.0), 0.0, 1.0)); // Hack in the ground color. Lin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR))); // Solar disk and out-scattering. 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; L0 += texture(night_sky, SKY_COORDS).xyz * extinction; 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; } else { // There is no sun, so display night_sky and nothing else. COLOR = texture(night_sky, SKY_COORDS).xyz * 0.04; COLOR *= exposure; } } )"); RS::get_singleton()->material_set_shader(_get_material(), shader); set_rayleigh_coefficient(2.0); set_rayleigh_color(Color(0.056, 0.14, 0.3)); set_mie_coefficient(0.005); set_mie_eccentricity(0.8); set_mie_color(Color(0.36, 0.56, 0.82)); set_turbidity(10.0); set_sun_disk_scale(1.0); set_ground_color(Color(1.0, 1.0, 1.0)); set_exposure(0.1); set_dither_strength(1.0); } PhysicalSkyMaterial::~PhysicalSkyMaterial() { RS::get_singleton()->free(shader); }