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project-thor/addons/terrain_3d/extras/particle_example/particles.gdshader
Nikolai Fesenko 85d50d3bd4 new terrain plugin
2025-08-13 21:08:35 +02:00

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// Copyright © 2025 Cory Petkovsek, Roope Palmroos, and Contributors.
// This is an example particle shader designed to procedurally place
// particles like grass, small rocks, and other ground effects, on the terrain
// surface by reading the Terrain3D data maps. It works in tandem with the
// provided GDScript.
shader_type particles;
render_mode disable_velocity, disable_force;
group_uniforms options;
uniform sampler2D main_noise;
uniform float main_noise_scale = 0.01;
uniform vec3 position_offset = vec3(0.);
uniform bool align_to_normal = true;
uniform float normal_strength : hint_range(0.01, 1.0, 0.01) = 0.3;
uniform bool random_rotation = true;
uniform float random_spacing : hint_range(0.0, 1.0, 0.01) = 0.5;
uniform vec3 min_scale = vec3(1.0);
uniform vec3 max_scale = vec3(1.0);
group_uniforms wind;
uniform float noise_scale = 0.0041;
uniform float wind_speed = 0.025;
uniform float wind_strength : hint_range(0.0, 1.0, 0.01) = 1.0;
uniform float wind_dithering = 4.0;
uniform vec2 wind_direction = vec2(1.0,1.0);
group_uniforms shapeing;
uniform float clod_scale_boost = 3.0;
uniform float clod_min_threshold : hint_range(0.0, 1.0, 0.001) = 0.2;
uniform float clod_max_threshold : hint_range(0.0, 1.0, 0.001) = 0.5;
uniform float patch_min_threshold : hint_range(0.0, 1.0, 0.001) = 0.025;
uniform float patch_max_threshold : hint_range(0.0, 1.0, 0.001) = 0.2;
group_uniforms filtering;
uniform float condition_dither_range : hint_range(0.0, 1.0, 0.01) = 0.15;
uniform float surface_slope_min : hint_range(0.0, 1.0, 0.01) = 0.87;
uniform float distance_fade_ammount : hint_range(0.0, 1.0, 0.01) = 0.5;
group_uniforms private;
uniform float max_dist = 1.;
uniform vec3 camera_position = vec3(0.);
uniform uint instance_rows = 1;
uniform float instance_spacing = 0.5;
uniform uint _background_mode = 0u;
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 highp sampler2DArray _height_maps : repeat_disable;
uniform highp sampler2DArray _control_maps : repeat_disable;
uniform highp sampler2DArray _color_maps : repeat_disable;
// Defined Constants
#define SKIP_PASS 0
#define VERTEX_PASS 1
#define FRAGMENT_PASS 2
// 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 < 0; 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);
}
#if CURRENT_RENDERER == RENDERER_COMPATIBILITY
#define fma(a, b, c) ((a) * (b) + (c))
#endif
float random(vec2 v) {
return fract(1e4 * sin(fma(17.0, v.x, v.y * 0.1)) * (0.1 + abs(sin(fma(v.y, 13.0, v.x)))));
}
mat3 rotation_matrix(vec3 axis, float angle) {
float c = cos(angle);
float s = sin(angle);
float t = 1.0 - c;
vec3 n = normalize(axis);
float x = n.x;
float y = n.y;
float z = n.z;
return mat3(
vec3(t * x * x + c, t * x * y - z * s, t * x * z + y * s),
vec3(t * x * y + z * s, t * y * y + c, t * y * z - x * s),
vec3(t * x * z - y * s, t * y * z + x * s, t * z * z + c));
}
mat3 align_to_vector(vec3 normal) {
vec3 up = vec3(0.0, 1.0, 0.0);
if (abs(dot(normal, up)) > 0.9999) { // Avoid singularity
up = vec3(1.0, 0.0, 0.0);
}
vec3 tangent = normalize(cross(up, normal));
vec3 bitangent = normalize(cross(tangent, normal));
return mat3(tangent, normal, bitangent);
}
void start() {
// Create centered a grid
vec3 pos = vec3(float(INDEX % instance_rows), 0.0, float(INDEX / instance_rows)) - float(instance_rows >> 1u);
// Apply spcaing
pos *= instance_spacing;
// Move the grid to the emitter, snapping is handled CPU side
pos.xz += EMISSION_TRANSFORM[3].xz;
// Create random values per-instance, incorporating the seed, mask bits to avoid NAN/INF
float seed = fract(uintBitsToFloat(RANDOM_SEED & 0x7EFFFFFFu));
vec3 r = fract(vec3(random(pos.xz), random(pos.xz + vec2(0.5)), random(pos.xz - vec2(0.5))) + seed);
// Randomize instance spacing
pos.x += ((r.x * 2.0) - 1.0) * random_spacing * instance_spacing;
pos.z += ((r.z * 2.0) - 1.0) * random_spacing * instance_spacing;
// Lookup offsets, ID and blend weight
const vec3 offsets = vec3(0, 1, 2);
vec2 index_id = floor(pos.xz * _vertex_density);
vec2 weight = fract(pos.xz * _vertex_density);
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];
// Map lookups
index[0] = get_index_coord(index_id + offsets.xy, VERTEX_PASS);
index[1] = get_index_coord(index_id + offsets.yy, VERTEX_PASS);
index[2] = get_index_coord(index_id + offsets.yx, VERTEX_PASS);
index[3] = get_index_coord(index_id + offsets.xx, VERTEX_PASS);
highp float h[8];
h[0] = texelFetch(_height_maps, index[0], 0).r; // 0 (0,1)
h[1] = texelFetch(_height_maps, index[1], 0).r; // 1 (1,1)
h[2] = texelFetch(_height_maps, index[2], 0).r; // 2 (1,0)
h[3] = texelFetch(_height_maps, index[3], 0).r; // 3 (0,0)
h[4] = texelFetch(_height_maps, get_index_coord(index_id + offsets.yz, VERTEX_PASS), 0).r; // 4 (1,2)
h[5] = texelFetch(_height_maps, get_index_coord(index_id + offsets.zy, VERTEX_PASS), 0).r; // 5 (2,1)
h[6] = texelFetch(_height_maps, get_index_coord(index_id + offsets.zx, VERTEX_PASS), 0).r; // 6 (2,0)
h[7] = texelFetch(_height_maps, get_index_coord(index_id + offsets.xz, VERTEX_PASS), 0).r; // 7 (0,2)
vec3 index_normal[4];
index_normal[0] = vec3(h[0] - h[1], _vertex_spacing, h[0] - h[7]);
index_normal[1] = vec3(h[1] - h[5], _vertex_spacing, h[1] - h[4]);
index_normal[2] = vec3(h[2] - h[6], _vertex_spacing, h[2] - h[1]);
index_normal[3] = vec3(h[3] - h[2], _vertex_spacing, h[3] - h[0]);
vec3 w_normal = normalize(
index_normal[0] * weights[0] +
index_normal[1] * weights[1] +
index_normal[2] * weights[2] +
index_normal[3] * weights[3]);
// Set the height according to the heightmap data
pos.y =
h[0] * weights[0] +
h[1] * weights[1] +
h[2] * weights[2] +
h[3] * weights[3] ;
// Offset, Rotation, Alignment.
TRANSFORM = mat4(1.0);
vec3 orientation = vec3(0., 1., 0.);
vec2 uv = (pos.xz) * main_noise_scale;
float noise = textureLod(main_noise, uv, 0.0).r;
float clods = smoothstep(clod_min_threshold, clod_max_threshold, noise) * clod_scale_boost;
float patch = smoothstep(patch_min_threshold, patch_max_threshold, noise);
float width_modifier = 1.0 + 3.0 * smoothstep(0., max_dist, length(camera_position - pos));
// Calculate scale
vec3 scale = vec3(
mix(min_scale.x, max_scale.x, r.x) * width_modifier,
mix(min_scale.y, max_scale.y, r.y) + clods,
mix(min_scale.z, max_scale.z, r.z) * width_modifier) * patch;
// Apply scale to offset
vec3 offset = position_offset * scale;
// Apply normal orientation
if (align_to_normal) {
orientation = mix(orientation, w_normal, normal_strength);
mat3 alignment = align_to_vector(orientation);
offset = alignment * offset;
TRANSFORM = mat4(alignment);
}
// Apply rotation around orientation
if (random_rotation) {
mat3 rotation = rotation_matrix(orientation, r.x * TAU);
TRANSFORM = mat4(rotation) * TRANSFORM;
}
// Filtering - Causes some particles to be rendered as degenerate triangles
// via 0./0. - Particles filtered this way are still processed by the GPU.
// For compatibility it seems we must shift as well.
// Surface slope filtering
if (surface_slope_min > w_normal.y + (r.y - 0.5) * condition_dither_range) {
pos.y = 0. / 0.;
pos.xz = vec2(100000.0);
}
// Read color map
highp vec4 c[4];
#define COLOR_MAP vec4(1., 1., 1., 0.5)
c[0] = index[0].z >= 0 ? texelFetch(_color_maps, index[0], 0) : COLOR_MAP; // 0 (0,1)
c[1] = index[1].z >= 0 ? texelFetch(_color_maps, index[1], 0) : COLOR_MAP; // 1 (1,1)
c[2] = index[2].z >= 0 ? texelFetch(_color_maps, index[2], 0) : COLOR_MAP; // 2 (1,0)
c[3] = index[3].z >= 0 ? texelFetch(_color_maps, index[3], 0) : COLOR_MAP; // 3 (0,0)
vec4 color_map =
c[0] * weights[0] +
c[1] * weights[1] +
c[2] * weights[2] +
c[3] * weights[3] ;
COLOR = color_map;
// Read control map
uint control = floatBitsToUint(texelFetch(_control_maps, index[3], 0).r);
bool auto = bool(control & 0x1u);
int base = int(control >>27u & 0x1Fu);
int over = int(control >> 22u & 0x1Fu);
float blend = float(control >> 14u & 0xFFu) * 0.003921568627450; // 1. / 255.
// Hardcoded example, hand painted texture id 0 is filtered out.
if (!auto && ((base == 0 && blend < 0.7) || (over == 0 && blend >= 0.3))) {
pos.y = 0. / 0.;
pos.xz = vec2(100000.0);
}
if (length(camera_position - pos) > max_dist) {
pos.y = 0. / 0.;
pos.xz = vec2(100000.0);
} else {
float fade_factor = 1.0 - smoothstep(max_dist * distance_fade_ammount, max_dist + 0.0001, length(camera_position - pos)) + 0.001;
scale.y *= fade_factor;
offset *= fade_factor;
}
// Apply scale
TRANSFORM[0] *= scale.x;
TRANSFORM[1] *= scale.y;
TRANSFORM[2] *= scale.z;
// Apply the position
TRANSFORM[3].xyz = pos.xyz + offset;
// Save Fixed 2 Random values for Reg/Green color randomness
CUSTOM.rg = r.rg;
// Save Y component scale pre-rotation
CUSTOM[3] = scale.y;
}
void process() {
// Extract world space UV from Transform Matrix
vec2 uv = (TRANSFORM[3].xz + CUSTOM.rg * wind_dithering) * noise_scale;
// Scaled wind noise, updated per instance, at process FPS. Passed to Vertex()
CUSTOM[2] = textureLod(main_noise, uv + TIME * wind_speed * normalize(wind_direction), 0.0).r * wind_strength;
}