new terrain plugin

This commit is contained in:
Nikolai Fesenko
2025-08-13 21:08:35 +02:00
parent 43fb8410c3
commit 85d50d3bd4
221 changed files with 11867 additions and 1 deletions

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shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx,skip_vertex_transform;
/* This is an example stripped down shader with maximum performance in mind.
* Only Autoshader/Base/Over/Blend/Holes/Colormap are supported.
* All terrain normal calculations take place in vetex().
*
* Control map indices are processed such that each ID only requires reading ONCE.
* The following features: projection, detiling, and paintable rotation / scale
* cannot work with this method, without the additional samples required for blending
* between same ID textures with different values across indices.
*/
// Defined Constants
#define SKIP_PASS 0
#define VERTEX_PASS 1
#define FRAGMENT_PASS 2
#define COLOR_MAP vec4(1.0, 1.0, 1.0, 0.5)
#define DIV_255 0.003921568627450 // 1. / 255.
// Inline Functions
#define DECODE_BLEND(control) float(control >> 14u & 0xFFu) * DIV_255
#define DECODE_AUTO(control) bool(control & 0x1u)
#define DECODE_BASE(control) int(control >> 27u & 0x1Fu)
#define DECODE_OVER(control) int(control >> 22u & 0x1Fu)
#define DECODE_HOLE(control) bool(control >>2u & 0x1u)
#if CURRENT_RENDERER == RENDERER_COMPATIBILITY
#define fma(a, b, c) ((a) * (b) + (c))
#define dFdxCoarse(a) dFdx(a)
#define dFdyCoarse(a) dFdy(a)
#endif
// Private uniforms
uniform vec3 _camera_pos = vec3(0.f);
uniform float _mesh_size = 48.f;
uniform uint _background_mode = 1u; // NONE = 0, FLAT = 1, NOISE = 2
uniform uint _mouse_layer = 0x80000000u; // Layer 32
uniform float _vertex_spacing = 1.0;
uniform float _vertex_density = 1.0; // = 1./_vertex_spacing
uniform float _region_size = 1024.0;
uniform float _region_texel_size = 0.0009765625; // = 1./region_size
uniform int _region_map_size = 32;
uniform int _region_map[1024];
uniform vec2 _region_locations[1024];
uniform float _texture_normal_depth_array[32];
uniform float _texture_ao_strength_array[32];
uniform float _texture_roughness_mod_array[32];
uniform float _texture_uv_scale_array[32];
uniform vec4 _texture_color_array[32];
uniform highp sampler2DArray _height_maps : repeat_disable;
uniform highp sampler2DArray _control_maps : repeat_disable;
uniform highp sampler2DArray _color_maps : source_color, filter_linear_mipmap_anisotropic, repeat_disable;
uniform highp sampler2DArray _texture_array_albedo : source_color, filter_linear_mipmap_anisotropic, repeat_enable;
uniform highp sampler2DArray _texture_array_normal : hint_normal, filter_linear_mipmap_anisotropic, repeat_enable;
// Public uniforms
uniform bool enable_texturing = true;
uniform float blend_sharpness : hint_range(0, 1) = 0.5;
uniform bool flat_terrain_normals = false;
// Autoshader
uniform float auto_slope : hint_range(0, 10) = 1.0;
uniform float auto_height_reduction : hint_range(0, 1) = 0.1;
uniform int auto_base_texture : hint_range(0, 31) = 0;
uniform int auto_overlay_texture : hint_range(0, 31) = 1;
// Macro Variation
uniform bool enable_macro_variation = true;
uniform vec3 macro_variation1 : source_color = vec3(1.);
uniform vec3 macro_variation2 : source_color = vec3(1.);
uniform float macro_variation_slope : hint_range(0., 1.) = 0.333;
uniform highp sampler2D noise_texture : source_color, filter_linear_mipmap_anisotropic, repeat_enable;
uniform float noise1_scale : hint_range(0.001, 1.) = 0.04; // Used for macro variation 1. Scaled up 10x
uniform float noise1_angle : hint_range(0, 6.283) = 0.;
uniform vec2 noise1_offset = vec2(0.5);
uniform float noise2_scale : hint_range(0.001, 1.) = 0.076; // Used for macro variation 2. Scaled up 10x
// Varyings & Types
varying vec3 v_normal;
varying vec3 v_vertex;
varying mat3 TBN;
////////////////////////
// Vertex
////////////////////////
// Takes in world space XZ (UV) coordinates & search depth (only applicable for background mode none)
// Returns ivec3 with:
// XY: (0 to _region_size - 1) coordinates within a region
// Z: layer index used for texturearrays, -1 if not in a region
ivec3 get_index_coord(const vec2 uv, const int search) {
vec2 r_uv = round(uv);
vec2 o_uv = mod(r_uv,_region_size);
ivec2 pos;
int bounds, layer_index = -1;
for (int i = -1; i < clamp(search, SKIP_PASS, FRAGMENT_PASS); i++) {
if ((layer_index == -1 && _background_mode == 0u ) || i < 0) {
r_uv -= i == -1 ? vec2(0.0) : vec2(float(o_uv.x <= o_uv.y), float(o_uv.y <= o_uv.x));
pos = ivec2(floor((r_uv) * _region_texel_size)) + (_region_map_size / 2);
bounds = int(uint(pos.x | pos.y) < uint(_region_map_size));
layer_index = (_region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1);
}
}
return ivec3(ivec2(mod(r_uv,_region_size)), layer_index);
}
// Takes in descaled (world_space / region_size) world to region space XZ (UV2) coordinates, returns vec3 with:
// XY: (0. to 1.) coordinates within a region
// Z: layer index used for texturearrays, -1 if not in a region
vec3 get_index_uv(const vec2 uv2) {
ivec2 pos = ivec2(floor(uv2)) + (_region_map_size / 2);
int bounds = int(uint(pos.x | pos.y) < uint(_region_map_size));
int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1;
return vec3(uv2 - _region_locations[layer_index], float(layer_index));
}
void vertex() {
// Get vertex of flat plane in world coordinates and set world UV
v_vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
// Camera distance to vertex on flat plane
float v_vertex_xz_dist = length(v_vertex.xz - _camera_pos.xz);
// Geomorph vertex, set end and start for linear height interpolate
float scale = MODEL_MATRIX[0][0];
float vertex_lerp = smoothstep(0.55, 0.95, (v_vertex_xz_dist / scale - _mesh_size - 4.0) / (_mesh_size - 2.0));
vec2 v_fract = fract(VERTEX.xz * 0.5) * 2.0;
// For LOD0 morph from a regular grid to an alternating grid to align with LOD1+
vec2 shift = (scale < _vertex_spacing + 1e-6) ? // LOD0 or not
// Shift from regular to symetric
mix(v_fract, vec2(v_fract.x, -v_fract.y),
round(fract(round(mod(v_vertex.z * _vertex_density, 4.0)) *
round(mod(v_vertex.x * _vertex_density, 4.0)) * 0.25))
) :
// Symetric shift
v_fract * round((fract(v_vertex.xz * 0.25 / scale) - 0.5) * 4.0);
vec2 start_pos = v_vertex.xz * _vertex_density;
vec2 end_pos = (v_vertex.xz - shift * scale) * _vertex_density;
v_vertex.xz -= shift * scale * vertex_lerp;
// UV coordinates in world space. Values are 0 to _region_size within regions
UV = v_vertex.xz * _vertex_density;
// UV coordinates in region space + texel offset. Values are 0 to 1 within regions
UV2 = fma(UV, vec2(_region_texel_size), vec2(0.5 * _region_texel_size));
// Discard vertices for Holes. 1 lookup
ivec3 v_region = get_index_coord(start_pos, VERTEX_PASS);
uint control = floatBitsToUint(texelFetch(_control_maps, v_region, 0)).r;
bool hole = DECODE_HOLE(control);
// Show holes to all cameras except mouse camera (on exactly 1 layer)
if ( !(CAMERA_VISIBLE_LAYERS == _mouse_layer) &&
(hole || (_background_mode == 0u && v_region.z == -1))) {
v_vertex.x = 0. / 0.;
} else {
// Set final vertex height & calculate vertex normals. 3 lookups
ivec3 uv_a = get_index_coord(start_pos, VERTEX_PASS);
ivec3 uv_b = get_index_coord(end_pos, VERTEX_PASS);
float h = mix(texelFetch(_height_maps, uv_a, 0).r,texelFetch(_height_maps, uv_b, 0).r,vertex_lerp);
v_vertex.y = h;
// Vertex normals
float u = mix(texelFetch(_height_maps, get_index_coord(start_pos + vec2(1,0), VERTEX_PASS), 0).r,
texelFetch(_height_maps, get_index_coord(end_pos + vec2(1,0), VERTEX_PASS), 0).r, vertex_lerp);
float v = mix(texelFetch(_height_maps, get_index_coord(start_pos + vec2(0,1), VERTEX_PASS), 0).r,
texelFetch(_height_maps, get_index_coord(end_pos + vec2(0,1), VERTEX_PASS), 0).r, vertex_lerp);
v_normal = normalize(vec3(h - u, _vertex_spacing, h - v));
}
// Convert model space to view space w/ skip_vertex_transform render mode
VERTEX = (VIEW_MATRIX * vec4(v_vertex, 1.0)).xyz;
// Apply terrain normals
vec3 w_tangent = normalize(cross(v_normal, vec3(0.0, 0.0, 1.0)));
vec3 w_binormal = normalize(cross(v_normal, w_tangent));
TBN = mat3(w_tangent, w_binormal, v_normal);
NORMAL = normalize((VIEW_MATRIX * vec4(v_normal, 0.0)).xyz);
BINORMAL = normalize((VIEW_MATRIX * vec4(w_binormal, 0.0)).xyz);
TANGENT = normalize((VIEW_MATRIX * vec4(w_tangent, 0.0)).xyz);
}
////////////////////////
// Fragment
////////////////////////
mat2 rotate_plane(float angle) {
float c = cos(angle), s = sin(angle);
return mat2(vec2(c, s), vec2(-s, c));
}
void fragment() {
// Recover UVs
vec2 uv = UV;
vec2 uv2 = UV2;
// Lookup offsets, ID and blend weight
vec3 region_uv = get_index_uv(uv2);
const vec3 offsets = vec3(0, 1, 2);
vec2 index_id = floor(uv);
vec2 weight = fract(uv);
vec2 invert = 1.0 - weight;
vec4 weights = vec4(
invert.x * weight.y, // 0
weight.x * weight.y, // 1
weight.x * invert.y, // 2
invert.x * invert.y // 3
);
ivec3 index[4];
// control map lookups, used for some normal lookups as well
index[0] = get_index_coord(index_id + offsets.xy, FRAGMENT_PASS);
index[1] = get_index_coord(index_id + offsets.yy, FRAGMENT_PASS);
index[2] = get_index_coord(index_id + offsets.yx, FRAGMENT_PASS);
index[3] = get_index_coord(index_id + offsets.xx, FRAGMENT_PASS);
vec3 base_ddx = dFdxCoarse(v_vertex);
vec3 base_ddy = dFdyCoarse(v_vertex);
vec4 base_dd = vec4(base_ddx.xz, base_ddy.xz);
// Calculate the effective mipmap for regionspace
float region_mip = log2(max(length(base_ddx.xz), length(base_ddy.xz)) * _vertex_density);
// Color map
vec4 color_map = region_uv.z > -1.0 ? textureLod(_color_maps, region_uv, region_mip) : COLOR_MAP;
if (flat_terrain_normals) {
NORMAL = normalize(cross(dFdyCoarse(VERTEX),dFdxCoarse(VERTEX)));
TANGENT = normalize(cross(NORMAL, VIEW_MATRIX[2].xyz));
BINORMAL = normalize(cross(NORMAL, TANGENT));
}
// defaults
vec4 normal_rough = vec4(0., 1., 0., 0.7);
vec4 albedo_height = vec4(1.);
float normal_map_depth = 1.;
float ao_strength = 0.;
if (enable_texturing) {
// set to zero before accumulation
albedo_height = vec4(0.);
normal_rough = vec4(0.);
normal_map_depth = 0.;
ao_strength = 0.;
float total_weight = 0.;
float sharpness = fma(56., blend_sharpness, 8.);
// Get index control data
// 1 - 4 lookups
uvec4 control = floatBitsToUint(vec4(
texelFetch(_control_maps, index[0], 0).r,
texelFetch(_control_maps, index[1], 0).r,
texelFetch(_control_maps, index[2], 0).r,
texelFetch(_control_maps, index[3], 0).r));
{
// Auto blend calculation
float auto_blend = clamp(fma(auto_slope * 2.0, (v_normal.y - 1.0), 1.0)
- auto_height_reduction * 0.01 * v_vertex.y, 0.0, 1.0);
// Enable Autoshader if outside regions or painted in regions, otherwise manual painted
uvec4 is_auto = (control & uvec4(0x1u)) | uvec4(uint(region_uv.z < 0.0));
uint u_auto =
((uint(auto_base_texture) & 0x1Fu) << 27u) |
((uint(auto_overlay_texture) & 0x1Fu) << 22u) |
((uint(fma(auto_blend, 255.0 , 0.5)) & 0xFFu) << 14u);
control = control * (1u - is_auto) + u_auto * is_auto;
}
// Texture weights
// Vectorised Deocode of all texture IDs, then swizzle to per index mapping.
ivec4 t_id[2] = {ivec4(control >> uvec4(27u) & uvec4(0x1Fu)),
ivec4(control >> uvec4(22u) & uvec4(0x1Fu))};
ivec2 texture_ids[4] = ivec2[4](
ivec2(t_id[0].x, t_id[1].x),
ivec2(t_id[0].y, t_id[1].y),
ivec2(t_id[0].z, t_id[1].z),
ivec2(t_id[0].w, t_id[1].w));
// interpolated weights.
vec4 weights_id_1 = vec4(control >> uvec4(14u) & uvec4(0xFFu)) * DIV_255 * weights;
vec4 weights_id_0 = weights - weights_id_1;
vec2 t_weights[4] = {vec2(0), vec2(0), vec2(0), vec2(0)};
for (int i = 0; i < 4; i++) {
vec2 w_0 = vec2(weights_id_0[i]);
vec2 w_1 = vec2(weights_id_1[i]);
ivec2 id_0 = texture_ids[i].xx;
ivec2 id_1 = texture_ids[i].yy;
t_weights[0] += fma(w_0, vec2(equal(texture_ids[0], id_0)), w_1 * vec2(equal(texture_ids[0], id_1)));
t_weights[1] += fma(w_0, vec2(equal(texture_ids[1], id_0)), w_1 * vec2(equal(texture_ids[1], id_1)));
t_weights[2] += fma(w_0, vec2(equal(texture_ids[2], id_0)), w_1 * vec2(equal(texture_ids[2], id_1)));
t_weights[3] += fma(w_0, vec2(equal(texture_ids[3], id_0)), w_1 * vec2(equal(texture_ids[3], id_1)));
}
// Process control data to determine each texture ID present, so that only
// a single sample will be needed later, as all id are contiguous when features
// like detiling, scale, rotation, and projection are not present.
// 2 to 16 lookups
uint id_read = 0u; // 1 bit per possible ID
// world normal adjustment requires acess to previous id during next iteration
vec4 nrm = vec4(0.0, 1.0, 0.0, 1.0);
// adjust uv scale to account for vertex spacing
uv *= _vertex_spacing;
for (int i = 0; i < 4; i++) {
for (int t = 0; t < 2; t++) {
int id = texture_ids[i][t];
uint mask = 1u << uint(id);
if ((id_read & mask) == 0u) {
// Set this id bit
id_read |= mask;
float id_w = t_weights[i][t];
float id_scale = _texture_uv_scale_array[id] * 0.5;
vec2 id_uv = fma(uv, vec2(id_scale), vec2(0.5));
vec4 i_dd = base_dd * id_scale;
vec4 alb = textureGrad(_texture_array_albedo, vec3(id_uv, float(id)), i_dd.xy, i_dd.zw);
float world_normal = clamp(fma(TBN[0], vec3(nrm.x), fma(TBN[1], vec3(nrm.z), v_normal * vec3(nrm.y))).y, 0., 1.);
nrm = textureGrad(_texture_array_normal, vec3(id_uv, float(id)), i_dd.xy, i_dd.zw);
alb.rgb *= _texture_color_array[id].rgb;
nrm.a = clamp(nrm.a + _texture_roughness_mod_array[id], 0., 1.);
// Unpack normal map for blending.
nrm.xyz = fma(nrm.xzy, vec3(2.0), vec3(-1.0));
// height weight modifier.
float id_weight = exp2(sharpness * log2(id_w + alb.a * world_normal));
albedo_height += alb * id_weight;
normal_rough += nrm * id_weight;
normal_map_depth += _texture_normal_depth_array[id] * id_weight;
ao_strength += _texture_ao_strength_array[id] * id_weight;
total_weight += id_weight;
}
}
}
// normalize accumulated values back to 0.0 - 1.0 range.
float weight_inv = 1.0 / total_weight;
albedo_height *= weight_inv;
normal_rough *= weight_inv;
normal_map_depth *= weight_inv;
ao_strength *= weight_inv;
}
// Macro variation. 2 lookups
vec3 macrov = vec3(1.);
if (enable_macro_variation) {
float noise1 = texture(noise_texture, (uv * noise1_scale * .1 + noise1_offset) * rotate_plane(noise1_angle)).r;
float noise2 = texture(noise_texture, uv * noise2_scale * .1).r;
macrov = mix(macro_variation1, vec3(1.), noise1);
macrov *= mix(macro_variation2, vec3(1.), noise2);
macrov = mix(vec3(1.0), macrov, clamp(v_normal.y + macro_variation_slope, 0., 1.));
}
// Wetness/roughness modifier, converting 0 - 1 range to -1 to 1 range, clamped to Godot roughness values
float roughness = clamp(fma(color_map.a - 0.5, 2.0, normal_rough.a), 0., 1.);
// Apply PBR
ALBEDO = albedo_height.rgb * color_map.rgb * macrov;
ROUGHNESS = roughness;
SPECULAR = 1. - normal_rough.a;
// Repack final normal map value.
NORMAL_MAP = fma(normalize(normal_rough.xzy), vec3(0.5), vec3(0.5));
NORMAL_MAP_DEPTH = normal_map_depth;
// Higher and/or facing up, less occluded.
float ao = (1. - (albedo_height.a * log(2.1 - ao_strength))) * (1. - normal_rough.y);
AO = clamp(1. - ao * ao_strength, albedo_height.a, 1.0);
AO_LIGHT_AFFECT = (1.0 - albedo_height.a) * clamp(normal_rough.y, 0., 1.);
}