actual initial commit lmao
This commit is contained in:
49
textures/deband.gdshader
Normal file
49
textures/deband.gdshader
Normal file
@@ -0,0 +1,49 @@
|
||||
// NOTE: Shader automatically converted from Godot Engine 4.3.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;
|
||||
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 vec3 uv1_scale;
|
||||
uniform vec3 uv1_offset;
|
||||
uniform vec3 uv2_scale;
|
||||
uniform vec3 uv2_offset;
|
||||
|
||||
uniform float debanding_dither;
|
||||
|
||||
const vec3 noise_magic = vec3(0.06711056, 0.00583715, 52.9829189);
|
||||
|
||||
void vertex() {
|
||||
UV = UV * uv1_scale.xy + uv1_offset.xy;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
vec2 base_uv = UV;
|
||||
|
||||
vec4 albedo_tex = texture(texture_albedo, base_uv);
|
||||
|
||||
// Add noise to albedo to hide banding
|
||||
float offset = fract(noise_magic.z * fract(dot(FRAGCOORD.xy, noise_magic.xy)));
|
||||
albedo_tex.rgb += vec3(offset, 1.0 - offset, offset) * debanding_dither;
|
||||
|
||||
ALBEDO = albedo.rgb * albedo_tex.rgb;
|
||||
|
||||
float metallic_tex = dot(texture(texture_metallic, base_uv), 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(texture(texture_roughness, base_uv), roughness_texture_channel);
|
||||
ROUGHNESS = roughness_tex * roughness;
|
||||
}
|
||||
Reference in New Issue
Block a user