shader_type spatial; render_mode depth_draw_opaque, specular_schlick_ggx, depth_prepass_alpha ; //render_mode blend_mix, cull_disabled, depth_draw_opaque, specular_disabled; uniform vec4 TopColor : source_color = vec4(0.24, 0.47, 0.27, 1.0); uniform vec4 BottomColor : source_color = vec4(0.13, 0.33, 0.25, 1.0); uniform sampler2D Alpha; uniform vec4 FresnelColor : source_color = vec4(0.58, 0.65, 0.33, 1.0); uniform float WindScale : hint_range(1.0, 20.0) = 1.0; uniform float WindSpeed : hint_range(0.0, 20.0) = 4.0; uniform float WindStrength : hint_range(1.0, 20.0) = 5.0; uniform float WindDensity : hint_range(1.0, 20.0) = 5.0; uniform float ClampTop : hint_range(0.0, 1.0) = 1.0; uniform float ClampBtm : hint_range(-1.0, 0.0) = 0.0; uniform float MeshScale : hint_range(-5.0, 5.0) = -0.333; uniform float ColorRamp : hint_range(0.05, 5.0) = 0.3; uniform float FaceRoationVariation : hint_range(-3.0, 3.0) = 1.0; uniform float FresnelStrength : hint_range(-2.0, 2.0) = 0.5; uniform float FresnelBlend : hint_range(-1.0, 1.0) = 1.0; uniform bool DeactivateGlobalVariation; // Uniforms for wiggling uniform sampler2D WiggleNoise : hint_default_black; uniform float WiggleFrequency = 3.0; uniform float WiggleStrength = 0.1; uniform float WiggleSpeed = 1.0; uniform float WiggleScale = 3.0; uniform float DistanceScale : hint_range(0.0, 5.0) = 0.5; uniform float DistanceStart = 0; uniform float DistanceScaleRange = 70; vec2 rotateUV(vec2 uv, float rotation, vec2 mid) { float cosAngle = cos(rotation); float sinAngle = sin(rotation); return vec2( cosAngle * (uv.x - mid.x) + sinAngle * (uv.y - mid.y) + mid.x, cosAngle * (uv.y - mid.y) - sinAngle * (uv.x - mid.x) + mid.y ); } varying vec3 obj_vertex; void vertex() { float distanceScale = 1.0; vec3 world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; //Generates world coordinates for vertecies vec3 distance_vector = world_pos - (INV_VIEW_MATRIX * vec4(0.0, 0.0, 0.0, 1.0)).xyz; float square_distance = distance_vector.x * distance_vector.x + distance_vector.y * distance_vector.y + distance_vector.z * distance_vector.z; float square_end = (DistanceScaleRange + DistanceStart) * (DistanceScaleRange + DistanceStart); float square_start = DistanceStart * DistanceStart; float square_range = square_end - square_start; float distance_influence = clamp((square_distance - square_start) / square_range, 0.0, 1.0); //Camera-Orientation based on https://www.youtube.com/watch?v=iASMFba7GeI vec3 orient_2d = vec3(1.0, 1.0, 0.0) - vec3(UV.x, UV.y, 0.0); orient_2d *= 2.0; orient_2d -= vec3(1.0, 1.0, 0.0); orient_2d *= -1.0; orient_2d *= MeshScale; orient_2d *= (1.0 + distance_influence * DistanceScale); //random tilt float angle = 6.248 * UV2.x * FaceRoationVariation; float cos_ang = cos(angle); float sin_ang = sin(angle); mat3 rotation = mat3(vec3(cos_ang, -sin_ang, 0.0),vec3(sin_ang, cos_ang, 0.0),vec3(0.0, 0.0, 0.0)); orient_2d *= rotation; vec3 oriented_offset = reflect((INV_VIEW_MATRIX * vec4(orient_2d, 0.0)).xyz,INV_VIEW_MATRIX[0].xyz); //vec3 oriented_offset = (INV_VIEW_MATRIX * vec4(orient_2d, 0.0)).xyz; vec3 obj_oriented_offset = (vec4(oriented_offset, 0.0) * MODEL_MATRIX).xyz; //Wind-Effect //adapted from: https://github.com/ruffiely/windshader_godot float contribution = 1.0 * (1.0 - float(DeactivateGlobalVariation)); vec3 world_pos_eff = world_pos * contribution; //Generates world coordinates for vertecies // Removed using world_position due to dragging bug float positional_influence = -VERTEX.x + VERTEX.z -world_pos_eff.x + world_pos_eff.z; float offset = fract(positional_influence * (1.0 / WindScale) + (TIME * WindScale/1000.0)); //Generates linear curve that slides along vertecies in world space offset = min(1.0 - offset, offset); //Makes generated curve a smooth gradient offset = (1.0 - offset) * offset * 2.0; //Smoothes gradient further float t = TIME + sin(TIME + offset + cos(TIME + offset * WindStrength * 2.0) * WindStrength); //Generates noise in world space value //float mask = fract(v.y * wind_density) * v.y; //Generates vertical mask, so leaves on top move further than leaves on bottom //mask = clamp(mask, 0.0, 1.0); //Clamps mask float mask = clamp(VERTEX.y* WindDensity, 0.0, 1.0) * (ClampTop - ClampBtm) + ClampBtm; float si = sin(t) / 20.0 * WindStrength * offset; //Generates clamped noise, adds strength, applies gradient mask float csi = cos(t)/ 20.0 * WindStrength * offset; //Generates clamped noise with offset, adds strength, applies gradient mask vec3 wind_offset = vec3(VERTEX.x * si * mask, VERTEX.y * si * mask, VERTEX.z * csi * mask); float col = VERTEX.y * ColorRamp; COLOR = vec4(col, positional_influence, distance_influence, 1.0); VERTEX += obj_oriented_offset + wind_offset; obj_vertex = VERTEX; } void fragment() { float rate_col1 = clamp(COLOR.r,0.0, 1.0); float rate_col2 = 1.0 - rate_col1; float fresnel = pow(1.0 - clamp(dot(NORMAL, VIEW), 0.0, 1.0), 3.0); float fresnel_rate = clamp(rate_col1,0.1,1); vec3 albedo = TopColor.rgb* rate_col1 + BottomColor.rgb * rate_col2; vec3 fres_col = albedo *(1.0 - FresnelStrength); fres_col += FresnelColor.rgb * FresnelStrength; fres_col *= fresnel; fres_col *= fresnel_rate; fres_col *= FresnelBlend; //fres_col *= (1.0 - COLOR.b); vec2 wiggle_uv = normalize(obj_vertex.xz) / WiggleScale; float wiggle = texture(WiggleNoise, wiggle_uv + TIME * WiggleSpeed).r; float wiggle_final_strength = wiggle * WiggleStrength; wiggle_final_strength *= clamp(sin(TIME * WiggleFrequency + COLOR.g * 0.2), 0.0, 1.0); vec2 uv = UV; uv = rotateUV(uv, wiggle_final_strength, vec2(0.5)); uv = clamp(uv, 0.0, 1.0); vec3 tex = texture(Alpha, uv.xy).rgb; float x = COLOR.b; float alpha = clamp(tex.r + tex.g * 2.0 * COLOR.b ,0.0, 1.0); alpha = clamp((clamp(tex.g * 1.0 , 1.0 - x, 1.0) - (1.0 - x)) * 10.0 + tex.r, 0.0, 1.0); //albedo = vec3(COLOR.b,COLOR.b,COLOR.b); ALBEDO = albedo; ALPHA = alpha; EMISSION = fres_col; }