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- shader_type spatial;
- uniform vec3 albedo : source_color;
- uniform vec3 albedo2 : source_color;
- uniform float metallic : hint_range(0.0, 1.0) = 0;
- uniform float roughness : hint_range(0.0, 1.0) = 0.02;
- uniform sampler2D wave;
- uniform sampler2D texture_normal;
- uniform sampler2D texture_normal2;
- uniform vec2 wave_direction = vec2(2.0,0.0);
- uniform vec2 wave_2_direction = vec2(0.0,1.0);
- uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.025; // Rate of movement multiplied by TIME
- uniform float noise_scale = 10.0;
- uniform float height_scale = 0.01;
- // Depth Effect
- uniform vec4 color_deep : source_color;
- uniform vec4 color_shallow : source_color;
- uniform float beers_law = 2.0;
- uniform float depth_offset = -0.75;
- uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap;
- uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
- //Edge Detect Effect
- uniform float edge_scale = 0.1;
- uniform float near = 2.0;
- uniform float far = 100.0;
- uniform vec3 edge_color : source_color;
- varying float height;
- varying vec3 world_pos;
- float fresnel(float amount, vec3 normal, vec3 view)
- {
- return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
- }
- float edge(float depth) {
- depth = 2.0 * depth - 1.0;
- return near * far / (far + depth * (near - far));
- }
- void vertex() {
- // Called for every vertex the material is visible on.
- world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
- height = texture(wave, world_pos.xz / noise_scale + TIME * time_scale).r;
- VERTEX.y += height * height_scale;
- }
- void fragment() {
- // Called for every pixel the material is visible on.
- // Getting edge depth calc
- float z_depth = edge(texture(DEPTH_TEXTURE, SCREEN_UV).x);
- float z_pos = edge(FRAGCOORD.z);
- float z_dif = z_depth - z_pos;
- // Time calculations for wave (normal map) movement
- vec2 time = (TIME * wave_direction) * time_scale;
- vec2 time2 = (TIME * wave_2_direction) * time_scale;
- // Blend normal maps into one
- vec3 normal_blend = mix(texture(texture_normal,UV + TIME * time_scale).rgb, texture(texture_normal2,UV + time2).rgb, 0.5);
- // Calculate Fresnel
- float fresnel = fresnel(30.0, NORMAL, VIEW);
- vec3 surface_color = mix(albedo, albedo2, fresnel); // Interpolate albedo values by frensel
- float depth_texture = texture(DEPTH_TEXTURE, SCREEN_UV).r * 2.0 - 1.0;
- float depth = PROJECTION_MATRIX[3][2] / (depth_texture + PROJECTION_MATRIX[2][2]);
- float depth_blend = exp((depth+VERTEX.z + depth_offset) * -beers_law);
- depth_blend = clamp(1.0 - depth_blend, 0.0, 1.0);
- float depth_blend_power = clamp(pow(depth_blend, 2.5), 0.0, 1.0);
- vec3 screen_color = textureLod(SCREEN_TEXTURE, SCREEN_UV, depth_blend_power * 2.5).rgb;
- vec3 depth_color = mix(color_shallow.rgb, color_deep.rgb, depth_blend_power);
- vec3 color = mix(screen_color * depth_color, depth_color * 0.25, depth_blend_power * 0.5);
- vec3 depth_color_adj = mix(edge_color, color, step(edge_scale, z_dif));
- ALBEDO = clamp(surface_color + depth_color_adj,vec3(0.0),vec3(1.0));
- METALLIC = metallic;
- ROUGHNESS = roughness;
- NORMAL_MAP = normal_blend;
- }
- //void light() {
- // Called for every pixel for every light affecting the material.
- // Uncomment to replace the default light processing function with this one.
- //}
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