[gd_resource type="Shader" format=3 uid="uid://cscvr3086tglu"] [resource] code = "// NOTE: Shader automatically converted from Godot Engine 4.2.2.stable.mono's StandardMaterial3D. /* shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx; uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : source_color,filter_nearest_mipmap,repeat_enable; uniform float point_size : hint_range(0,128); uniform float roughness : hint_range(0,1); uniform sampler2D texture_metallic : hint_default_white,filter_nearest_mipmap,repeat_enable; uniform vec4 metallic_texture_channel; uniform sampler2D texture_roughness : hint_roughness_r,filter_nearest_mipmap,repeat_enable; uniform float specular; uniform float metallic; uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; uniform float fov = 90; void vertex() { UV=UV*uv1_scale.xy+uv1_offset.xy; float scale = 1.0 / tan(fov * 0.5 * PI / 180.0); PROJECTION_MATRIX[0][0] = scale / (VIEWPORT_SIZE.x / VIEWPORT_SIZE.y); PROJECTION_MATRIX[1][1] = -scale; POSITION = PROJECTION_MATRIX * MODELVIEW_MATRIX * vec4(VERTEX.xyz, 1.0); POSITION.z = mix(POSITION.z, 0, 0.99); } void fragment() { vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo,base_uv); ALBEDO = albedo.rgb * albedo_tex.rgb; float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel); METALLIC = metallic_tex * metallic; vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0); float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel); ROUGHNESS = roughness_tex * roughness; SPECULAR = specular; } */ // NOTE: Shader automatically converted from Godot Engine 4.2.1.stable's StandardMaterial3D. shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx; uniform vec4 albedo : source_color = vec4(1., 1., 1., 1.); uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable; uniform float point_size : hint_range(0,128) = 1.0; uniform float roughness : hint_range(0,1) = 1.0; uniform sampler2D texture_metallic : hint_default_white,filter_linear_mipmap,repeat_enable; uniform vec4 metallic_texture_channel = vec4(0., 0., 0., 0.); uniform sampler2D texture_roughness : hint_roughness_g,filter_linear_mipmap,repeat_enable; uniform float specular = 0.5; uniform float metallic = 1.0; uniform sampler2D texture_normal : hint_roughness_normal,filter_linear_mipmap,repeat_enable; uniform float normal_scale : hint_range(-16,16) = 1.0; uniform vec3 uv1_scale = vec3(1., 1., 1.); uniform vec3 uv1_offset = vec3(0., 0., 0.); uniform vec3 uv2_scale = vec3(1., 1., 1.); uniform vec3 uv2_offset = vec3(0., 0., 0.); uniform float viewmodel_fov = 75.0f; void vertex() { UV=UV*uv1_scale.xy+uv1_offset.xy; /* VIEW MODEL Z CLIP FIX CODE */ if (viewmodel_fov > 0.0) { float onetanfov = 1.0f / tan(0.5f * (viewmodel_fov * PI / 180.0f)); float aspect = VIEWPORT_SIZE.x / VIEWPORT_SIZE.y; // Optional: Modify projection matrix to change the FOV PROJECTION_MATRIX[1][1] = -onetanfov; PROJECTION_MATRIX[0][0] = onetanfov / aspect; } POSITION = PROJECTION_MATRIX * MODELVIEW_MATRIX * vec4(VERTEX.xyz, 1.0); // Mix vertex Z super close to clip plane, still maintaining some distance //POSITION.z = mix(POSITION.z, 0.0, 0.999); // Old version. Mix towards 0.0 (near z plane) // Above doesn't work for Godot 4.3 Z was reversed: https://godotengine.org/article/introducing-reverse-z/ // Now we need to mix towards 1.0, but in clip space division by POSITION.w still hasn't happened. // So we mix z towards POSITION.w so that after perspective divsion, it will come out to 1.0 (near buffer since Z is reversed) POSITION.z = mix(POSITION.z, POSITION.w, 0.9); // Could be higher mix val like 0.999 but I found 0.9 prevented 99% clipping w/ less artifacts than 0.999. /* END VIEW MODEL Z CLIP FIX CODE */ } // POSITION.xyz = POSITION.xyz / POSITION.w; void fragment() { // https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/spatial_shader.html#fragment-built-ins // in vec3 VERTEX // Vertex that comes from vertex function (default, in view space). // You can also do the depth mix in fragment shader, but I found it to cause more artifacts. //vec4 clipSpace = PROJECTION_MATRIX * vec4(VERTEX, 1.0); //vec3 ndc = clipSpace.xyz / clipSpace.w; //DEPTH = mix((ndc.z + 1.0) / 2.0, 1.0, 0.9); vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo,base_uv); ALBEDO = albedo.rgb * albedo_tex.rgb; float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel); METALLIC = metallic_tex * metallic; vec4 roughness_texture_channel = vec4(0.0,1.0,0.0,0.0); float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel); ROUGHNESS = roughness_tex * roughness; SPECULAR = specular; NORMAL_MAP = texture(texture_normal,base_uv).rgb; NORMAL_MAP_DEPTH = normal_scale; }"