1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
|
/*************************************************************************/
/* 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() {
String code = "shader_type sky;\n\n";
code += "uniform vec4 sky_top_color : hint_color = vec4(0.35, 0.46, 0.71, 1.0);\n";
code += "uniform vec4 sky_horizon_color : hint_color = vec4(0.55, 0.69, 0.81, 1.0);\n";
code += "uniform float sky_curve : hint_range(0, 1) = 0.09;\n";
code += "uniform float sky_energy = 1.0;\n\n";
code += "uniform vec4 ground_bottom_color : hint_color = vec4(0.12, 0.12, 0.13, 1.0);\n";
code += "uniform vec4 ground_horizon_color : hint_color = vec4(0.37, 0.33, 0.31, 1.0);\n";
code += "uniform float ground_curve : hint_range(0, 1) = 0.02;\n";
code += "uniform float ground_energy = 1.0;\n\n";
code += "uniform float sun_angle_max = 1.74;\n";
code += "uniform float sun_curve : hint_range(0, 1) = 0.05;\n\n";
code += "const float PI = 3.1415926535897932384626433833;\n\n";
code += "void sky() {\n";
code += "\tfloat v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0));\n";
code += "\tfloat c = (1.0 - v_angle / (PI * 0.5));\n";
code += "\tvec3 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));\n";
code += "\tsky *= sky_energy;\n";
code += "\tif (LIGHT0_ENABLED) {\n";
code += "\t\tfloat sun_angle = acos(dot(LIGHT0_DIRECTION, EYEDIR));\n";
code += "\t\tif (sun_angle < LIGHT0_SIZE) {\n";
code += "\t\t\tsky = LIGHT0_COLOR * LIGHT0_ENERGY;\n";
code += "\t\t} else if (sun_angle < sun_angle_max) {\n";
code += "\t\t\tfloat c2 = (sun_angle - LIGHT0_SIZE) / (sun_angle_max - LIGHT0_SIZE);\n";
code += "\t\t\tsky = mix(LIGHT0_COLOR * LIGHT0_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n";
code += "\t\t}\n";
code += "\t}\n";
code += "\tif (LIGHT1_ENABLED) {\n";
code += "\t\tfloat sun_angle = acos(dot(LIGHT1_DIRECTION, EYEDIR));\n";
code += "\t\tif (sun_angle < LIGHT1_SIZE) {\n";
code += "\t\t\tsky = LIGHT1_COLOR * LIGHT1_ENERGY;\n";
code += "\t\t} else if (sun_angle < sun_angle_max) {\n";
code += "\t\t\tfloat c2 = (sun_angle - LIGHT1_SIZE) / (sun_angle_max - LIGHT1_SIZE);\n";
code += "\t\t\tsky = mix(LIGHT1_COLOR * LIGHT1_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n";
code += "\t\t}\n";
code += "\t}\n";
code += "\tif (LIGHT2_ENABLED) {\n";
code += "\t\tfloat sun_angle = acos(dot(LIGHT2_DIRECTION, EYEDIR));\n";
code += "\t\tif (sun_angle < LIGHT2_SIZE) {\n";
code += "\t\t\tsky = LIGHT2_COLOR * LIGHT2_ENERGY;\n";
code += "\t\t} else if (sun_angle < sun_angle_max) {\n";
code += "\t\t\tfloat c2 = (sun_angle - LIGHT2_SIZE) / (sun_angle_max - LIGHT2_SIZE);\n";
code += "\t\t\tsky = mix(LIGHT2_COLOR * LIGHT2_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n";
code += "\t\t}\n";
code += "\t}\n";
code += "\tif (LIGHT3_ENABLED) {\n";
code += "\t\tfloat sun_angle = acos(dot(LIGHT3_DIRECTION, EYEDIR));\n";
code += "\t\tif (sun_angle < LIGHT3_SIZE) {\n";
code += "\t\t\tsky = LIGHT3_COLOR * LIGHT3_ENERGY;\n";
code += "\t\t} else if (sun_angle < sun_angle_max) {\n";
code += "\t\t\tfloat c2 = (sun_angle - LIGHT3_SIZE) / (sun_angle_max - LIGHT3_SIZE);\n";
code += "\t\t\tsky = mix(LIGHT3_COLOR * LIGHT3_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n";
code += "\t\t}\n";
code += "\t}\n";
code += "\tc = (v_angle - (PI * 0.5)) / (PI * 0.5);\n";
code += "\tvec3 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));\n";
code += "\tground *= ground_energy;\n";
code += "\tCOLOR = mix(ground, sky, step(0.0, EYEDIR.y));\n";
code += "}\n";
shader = RS::get_singleton()->shader_create();
RS::get_singleton()->shader_set_code(shader, code);
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<Texture2D> &p_panorama) {
panorama = p_panorama;
RS::get_singleton()->material_set_param(_get_material(), "source_panorama", panorama);
}
Ref<Texture2D> 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() {
String code = "shader_type sky;\n\n";
code += "uniform sampler2D source_panorama : filter_linear;\n";
code += "void sky() {\n";
code += "\tCOLOR = texture(source_panorama, SKY_COORDS).rgb;\n";
code += "}";
shader = RS::get_singleton()->shader_create();
RS::get_singleton()->shader_set_code(shader, code);
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<Texture2D> &p_night_sky) {
night_sky = p_night_sky;
RS::get_singleton()->material_set_param(_get_material(), "night_sky", night_sky);
}
Ref<Texture2D> 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() {
String code = "shader_type sky;\n\n";
code += "uniform float rayleigh : hint_range(0, 64) = 2.0;\n";
code += "uniform vec4 rayleigh_color : hint_color = vec4(0.056, 0.14, 0.3, 1.0);\n";
code += "uniform float mie : hint_range(0, 1) = 0.005;\n";
code += "uniform float mie_eccentricity : hint_range(-1, 1) = 0.8;\n";
code += "uniform vec4 mie_color : hint_color = vec4(0.36, 0.56, 0.82, 1.0);\n\n";
code += "uniform float turbidity : hint_range(0, 1000) = 10.0;\n";
code += "uniform float sun_disk_scale : hint_range(0, 360) = 1.0;\n";
code += "uniform vec4 ground_color : hint_color = vec4(1.0);\n";
code += "uniform float exposure : hint_range(0, 128) = 0.1;\n";
code += "uniform float dither_strength : hint_range(0, 10) = 1.0;\n\n";
code += "uniform sampler2D night_sky : hint_black;";
code += "const float PI = 3.141592653589793238462643383279502884197169;\n";
code += "const vec3 UP = vec3( 0.0, 1.0, 0.0 );\n\n";
code += "// Sun constants\n";
code += "const float SUN_ENERGY = 1000.0;\n\n";
code += "// optical length at zenith for molecules\n";
code += "const float rayleigh_zenith_size = 8.4e3;\n";
code += "const float mie_zenith_size = 1.25e3;\n\n";
code += "float henyey_greenstein(float cos_theta, float g) {\n";
code += "\tconst float k = 0.0795774715459;\n";
code += "\treturn k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5));\n";
code += "}\n\n";
code += "// From: https://www.shadertoy.com/view/4sfGzS credit to iq\n";
code += "float hash(vec3 p) {\n";
code += "\tp = fract( p * 0.3183099 + 0.1 );\n";
code += "\tp *= 17.0;\n";
code += "\treturn fract(p.x * p.y * p.z * (p.x + p.y + p.z));\n";
code += "}\n\n";
code += "void sky() {\n";
code += "\tif (LIGHT0_ENABLED) {\n";
code += "\t\tfloat zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 );\n";
code += "\t\tfloat sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * SUN_ENERGY * LIGHT0_ENERGY;\n";
code += "\t\tfloat sun_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0);\n\n";
code += "\t\t// rayleigh coefficients\n";
code += "\t\tfloat rayleigh_coefficient = rayleigh - ( 1.0 * ( 1.0 - sun_fade ) );\n";
code += "\t\tvec3 rayleigh_beta = rayleigh_coefficient * rayleigh_color.rgb * 0.0001;\n";
code += "\t\t// mie coefficients from Preetham\n";
code += "\t\tvec3 mie_beta = turbidity * mie * mie_color.rgb * 0.000434;\n\n";
code += "\t\t// optical length\n";
code += "\t\tfloat zenith = acos(max(0.0, dot(UP, EYEDIR)));\n";
code += "\t\tfloat optical_mass = 1.0 / (cos(zenith) + 0.15 * pow(93.885 - degrees(zenith), -1.253));\n";
code += "\t\tfloat rayleigh_scatter = rayleigh_zenith_size * optical_mass;\n";
code += "\t\tfloat mie_scatter = mie_zenith_size * optical_mass;\n\n";
code += "\t\t// light extinction based on thickness of atmosphere\n";
code += "\t\tvec3 extinction = exp(-(rayleigh_beta * rayleigh_scatter + mie_beta * mie_scatter));\n\n";
code += "\t\t// in scattering\n";
code += "\t\tfloat cos_theta = dot(EYEDIR, normalize(LIGHT0_DIRECTION));\n\n";
code += "\t\tfloat rayleigh_phase = (3.0 / (16.0 * PI)) * (1.0 + pow(cos_theta * 0.5 + 0.5, 2.0));\n";
code += "\t\tvec3 betaRTheta = rayleigh_beta * rayleigh_phase;\n\n";
code += "\t\tfloat mie_phase = henyey_greenstein(cos_theta, mie_eccentricity);\n";
code += "\t\tvec3 betaMTheta = mie_beta * mie_phase;\n\n";
code += "\t\tvec3 Lin = pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * (1.0 - extinction), vec3(1.5));\n";
code += "\t\t// Hack from https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Sky.js\n";
code += "\t\tLin *= 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));\n\n";
code += "\t\t// Hack in the ground color\n";
code += "\t\tLin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR)));\n\n";
code += "\t\t// Solar disk and out-scattering\n";
code += "\t\tfloat sunAngularDiameterCos = cos(LIGHT0_SIZE * sun_disk_scale);\n";
code += "\t\tfloat sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale*0.5);\n";
code += "\t\tfloat sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta);\n";
code += "\t\tvec3 L0 = (sun_energy * 1900.0 * extinction) * sundisk * LIGHT0_COLOR;\n";
code += "\t\tL0 += texture(night_sky, SKY_COORDS).xyz * extinction;\n\n";
code += "\t\tvec3 color = (Lin + L0) * 0.04;\n";
code += "\t\tCOLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));\n";
code += "\t\tCOLOR *= exposure;\n";
code += "\t\t// Make optional, eliminates banding\n";
code += "\t\tCOLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.016 * dither_strength;\n";
code += "\t} else {\n";
code += "\t\t// There is no sun, so display night_sky and nothing else\n";
code += "\t\tCOLOR = texture(night_sky, SKY_COORDS).xyz * 0.04;\n";
code += "\t\tCOLOR *= exposure;\n";
code += "\t}\n";
code += "}\n";
shader = RS::get_singleton()->shader_create();
RS::get_singleton()->shader_set_code(shader, code);
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);
}
|