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[Godot] 水面のシェーダーコード

2024/06/12に公開


リアルな水面のシェーダーコードです。
こちらの動画でStandardMaterial3Dを使って簡単に設定できることが紹介されています。
自動生成されたコードを一か所だけ変更しました。以下ご確認ください。

// NOTE: Shader automatically converted from Godot Engine 4.3.beta1's StandardMaterial3D.

shader_type spatial;
render_mode blend_mix, depth_draw_always, cull_disabled, diffuse_burley, specular_schlick_ggx;

uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
uniform float point_size : hint_range(0.1, 128.0, 0.1);

uniform float roughness : hint_range(0.0, 1.0);
uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable;

uniform float specular : hint_range(0.0, 1.0, 0.01);
uniform float metallic : hint_range(0.0, 1.0, 0.01);

uniform sampler2D texture_refraction : filter_linear_mipmap, repeat_enable;
uniform float refraction : hint_range(-1.0, 1.0, 0.001);
uniform vec4 refraction_texture_channel;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_linear_mipmap;

uniform sampler2D texture_normal : hint_roughness_normal, filter_linear_mipmap, repeat_enable;
uniform float normal_scale : hint_range(-16.0, 16.0);
varying vec3 uv1_triplanar_pos;

uniform float uv1_blend_sharpness : hint_range(0.0, 150.0, 0.001);
varying vec3 uv1_power_normal;

uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;

void vertex() {
	vec3 normal = MODEL_NORMAL_MATRIX * NORMAL;

	TANGENT = vec3(0.0, 0.0, -1.0) * abs(normal.x);
	TANGENT += vec3(1.0, 0.0, 0.0) * abs(normal.y);
	TANGENT += vec3(1.0, 0.0, 0.0) * abs(normal.z);
	TANGENT = inverse(MODEL_NORMAL_MATRIX) * normalize(TANGENT);

	BINORMAL = vec3(0.0, 1.0, 0.0) * abs(normal.x);
	BINORMAL += vec3(0.0, 0.0, -1.0) * abs(normal.y);
	BINORMAL += vec3(0.0, 1.0, 0.0) * abs(normal.z);
	BINORMAL = inverse(MODEL_NORMAL_MATRIX) * normalize(BINORMAL);

	// UV1 Triplanar: Enabled (with World Triplanar)
	uv1_power_normal = pow(abs(normal), vec3(uv1_blend_sharpness));
    // ここだけ変更↓
	uv1_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz * uv1_scale + uv1_offset + 0.01 * sin(TIME);
    // ここだけ変更↑
	uv1_power_normal /= dot(uv1_power_normal, vec3(1.0));
	uv1_triplanar_pos *= vec3(1.0, -1.0, 1.0);
}

vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {
	vec4 samp = vec4(0.0);
	samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;
	samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;
	samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;
	return samp;
}

void fragment() {
	vec4 albedo_tex = triplanar_texture(texture_albedo, uv1_power_normal, uv1_triplanar_pos);
	ALBEDO = albedo.rgb * albedo_tex.rgb;

	float metallic_tex = dot(triplanar_texture(texture_metallic, uv1_power_normal, uv1_triplanar_pos), metallic_texture_channel);
	METALLIC = metallic_tex * metallic;
	SPECULAR = specular;

	vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
	float roughness_tex = dot(triplanar_texture(texture_roughness, uv1_power_normal, uv1_triplanar_pos), roughness_texture_channel);
	ROUGHNESS = roughness_tex * roughness;

	// Normal Map: Enabled
	NORMAL_MAP = triplanar_texture(texture_normal, uv1_power_normal, uv1_triplanar_pos).rgb;
	NORMAL_MAP_DEPTH = normal_scale;

	// Refraction: Enabled (with normal map texture)
	vec3 unpacked_normal = NORMAL_MAP;
	unpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;
	unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));
	vec3 ref_normal = normalize(mix(
			NORMAL,
			TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,
			NORMAL_MAP_DEPTH));
	vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(triplanar_texture(texture_refraction, uv1_power_normal, uv1_triplanar_pos), refraction_texture_channel) * refraction;

	float ref_amount = 1.0 - albedo.a * albedo_tex.a;
	EMISSION += textureLod(screen_texture, ref_ofs, ROUGHNESS * 8.0).rgb * ref_amount * EXPOSURE;
	ALBEDO *= 1.0 - ref_amount;
	// Force transparency on the material (required for refraction).
	ALPHA = 1.0;
}

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