/*************************************************************************/ /* sky_material.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "sky_material.h" void ProceduralSkyMaterial::set_sky_top_color(const Color &p_sky_top) { sky_top_color = p_sky_top; VS::get_singleton()->material_set_param(_get_material(), "sky_top_color", sky_top_color.to_linear()); } Color ProceduralSkyMaterial::get_sky_top_color() const { return sky_top_color; } void ProceduralSkyMaterial::set_sky_horizon_color(const Color &p_sky_horizon) { sky_horizon_color = p_sky_horizon; VS::get_singleton()->material_set_param(_get_material(), "sky_horizon_color", sky_horizon_color.to_linear()); } Color ProceduralSkyMaterial::get_sky_horizon_color() const { return sky_horizon_color; } void ProceduralSkyMaterial::set_sky_curve(float p_curve) { sky_curve = p_curve; VS::get_singleton()->material_set_param(_get_material(), "sky_curve", sky_curve); } float ProceduralSkyMaterial::get_sky_curve() const { return sky_curve; } void ProceduralSkyMaterial::set_sky_energy(float p_energy) { sky_energy = p_energy; VS::get_singleton()->material_set_param(_get_material(), "sky_energy", sky_energy); } float ProceduralSkyMaterial::get_sky_energy() const { return sky_energy; } void ProceduralSkyMaterial::set_ground_bottom_color(const Color &p_ground_bottom) { ground_bottom_color = p_ground_bottom; VS::get_singleton()->material_set_param(_get_material(), "ground_bottom_color", ground_bottom_color.to_linear()); } Color ProceduralSkyMaterial::get_ground_bottom_color() const { return ground_bottom_color; } void ProceduralSkyMaterial::set_ground_horizon_color(const Color &p_ground_horizon) { ground_horizon_color = p_ground_horizon; VS::get_singleton()->material_set_param(_get_material(), "ground_horizon_color", ground_horizon_color.to_linear()); } Color ProceduralSkyMaterial::get_ground_horizon_color() const { return ground_horizon_color; } void ProceduralSkyMaterial::set_ground_curve(float p_curve) { ground_curve = p_curve; VS::get_singleton()->material_set_param(_get_material(), "ground_curve", ground_curve); } float ProceduralSkyMaterial::get_ground_curve() const { return ground_curve; } void ProceduralSkyMaterial::set_ground_energy(float p_energy) { ground_energy = p_energy; VS::get_singleton()->material_set_param(_get_material(), "ground_energy", ground_energy); } float ProceduralSkyMaterial::get_ground_energy() const { return ground_energy; } void ProceduralSkyMaterial::set_sun_angle_min(float p_angle) { sun_angle_min = p_angle; VS::get_singleton()->material_set_param(_get_material(), "sun_angle_min", Math::deg2rad(sun_angle_min)); } float ProceduralSkyMaterial::get_sun_angle_min() const { return sun_angle_min; } void ProceduralSkyMaterial::set_sun_angle_max(float p_angle) { sun_angle_max = p_angle; VS::get_singleton()->material_set_param(_get_material(), "sun_angle_max", Math::deg2rad(sun_angle_max)); } float ProceduralSkyMaterial::get_sun_angle_max() const { return sun_angle_max; } void ProceduralSkyMaterial::set_sun_curve(float p_curve) { sun_curve = p_curve; VS::get_singleton()->material_set_param(_get_material(), "sun_curve", sun_curve); } float ProceduralSkyMaterial::get_sun_curve() const { return sun_curve; } bool ProceduralSkyMaterial::_can_do_next_pass() const { return false; } Shader::Mode ProceduralSkyMaterial::get_shader_mode() const { return Shader::MODE_SKY; } RID ProceduralSkyMaterial::get_shader_rid() const { return shader; } void ProceduralSkyMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_sky_top_color", "color"), &ProceduralSkyMaterial::set_sky_top_color); ClassDB::bind_method(D_METHOD("get_sky_top_color"), &ProceduralSkyMaterial::get_sky_top_color); ClassDB::bind_method(D_METHOD("set_sky_horizon_color", "color"), &ProceduralSkyMaterial::set_sky_horizon_color); ClassDB::bind_method(D_METHOD("get_sky_horizon_color"), &ProceduralSkyMaterial::get_sky_horizon_color); ClassDB::bind_method(D_METHOD("set_sky_curve", "curve"), &ProceduralSkyMaterial::set_sky_curve); ClassDB::bind_method(D_METHOD("get_sky_curve"), &ProceduralSkyMaterial::get_sky_curve); ClassDB::bind_method(D_METHOD("set_sky_energy", "energy"), &ProceduralSkyMaterial::set_sky_energy); ClassDB::bind_method(D_METHOD("get_sky_energy"), &ProceduralSkyMaterial::get_sky_energy); ClassDB::bind_method(D_METHOD("set_ground_bottom_color", "color"), &ProceduralSkyMaterial::set_ground_bottom_color); ClassDB::bind_method(D_METHOD("get_ground_bottom_color"), &ProceduralSkyMaterial::get_ground_bottom_color); ClassDB::bind_method(D_METHOD("set_ground_horizon_color", "color"), &ProceduralSkyMaterial::set_ground_horizon_color); ClassDB::bind_method(D_METHOD("get_ground_horizon_color"), &ProceduralSkyMaterial::get_ground_horizon_color); ClassDB::bind_method(D_METHOD("set_ground_curve", "curve"), &ProceduralSkyMaterial::set_ground_curve); ClassDB::bind_method(D_METHOD("get_ground_curve"), &ProceduralSkyMaterial::get_ground_curve); ClassDB::bind_method(D_METHOD("set_ground_energy", "energy"), &ProceduralSkyMaterial::set_ground_energy); ClassDB::bind_method(D_METHOD("get_ground_energy"), &ProceduralSkyMaterial::get_ground_energy); ClassDB::bind_method(D_METHOD("set_sun_angle_min", "degrees"), &ProceduralSkyMaterial::set_sun_angle_min); ClassDB::bind_method(D_METHOD("get_sun_angle_min"), &ProceduralSkyMaterial::get_sun_angle_min); ClassDB::bind_method(D_METHOD("set_sun_angle_max", "degrees"), &ProceduralSkyMaterial::set_sun_angle_max); ClassDB::bind_method(D_METHOD("get_sun_angle_max"), &ProceduralSkyMaterial::get_sun_angle_max); ClassDB::bind_method(D_METHOD("set_sun_curve", "curve"), &ProceduralSkyMaterial::set_sun_curve); ClassDB::bind_method(D_METHOD("get_sun_curve"), &ProceduralSkyMaterial::get_sun_curve); ADD_GROUP("Sky", "sky_"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_top_color"), "set_sky_top_color", "get_sky_top_color"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_horizon_color"), "set_sky_horizon_color", "get_sky_horizon_color"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_curve", PROPERTY_HINT_EXP_EASING), "set_sky_curve", "get_sky_curve"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sky_energy", "get_sky_energy"); ADD_GROUP("Ground", "ground_"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_bottom_color"), "set_ground_bottom_color", "get_ground_bottom_color"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_horizon_color"), "set_ground_horizon_color", "get_ground_horizon_color"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_curve", PROPERTY_HINT_EXP_EASING), "set_ground_curve", "get_ground_curve"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_ground_energy", "get_ground_energy"); ADD_GROUP("Sun", "sun_"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_angle_min", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_angle_min", "get_sun_angle_min"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_angle_max", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_angle_max", "get_sun_angle_max"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_curve", PROPERTY_HINT_EXP_EASING), "set_sun_curve", "get_sun_curve"); } ProceduralSkyMaterial::ProceduralSkyMaterial() { String code = "shader_type sky;\n\n"; code += "uniform vec4 sky_top_color : hint_color = vec4(0.35, 0.46, 0.71, 1.0);\n"; code += "uniform vec4 sky_horizon_color : hint_color = vec4(0.55, 0.69, 0.81, 1.0);\n"; code += "uniform float sky_curve : hint_range(0, 1) = 0.09;\n"; code += "uniform float sky_energy = 1.0;\n\n"; code += "uniform vec4 ground_bottom_color : hint_color = vec4(0.12, 0.12, 0.13, 1.0);\n"; code += "uniform vec4 ground_horizon_color : hint_color = vec4(0.37, 0.33, 0.31, 1.0);\n"; code += "uniform float ground_curve : hint_range(0, 1) = 0.02;\n"; code += "uniform float ground_energy = 1.0;\n\n"; code += "uniform float sun_angle_min = 0.01;\n"; code += "uniform float sun_angle_max = 1.0;\n"; code += "uniform float sun_curve : hint_range(0, 1) = 0.05;\n\n"; code += "const float PI = 3.1415926535897932384626433833;\n\n"; code += "void fragment() {\n"; code += "\tfloat v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0));\n"; code += "\tfloat c = (1.0 - v_angle / (PI * 0.5));\n"; code += "\tvec3 sky = mix(sky_horizon_color.rgb, sky_top_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / sky_curve), 0.0, 1.0));\n"; code += "\tsky *= sky_energy;\n"; code += "\tif (LIGHT0_ENABLED) {\n"; code += "\t\tfloat sun_angle = acos(dot(LIGHT0_DIRECTION, EYEDIR));\n"; code += "\t\tif (sun_angle < sun_angle_min) {\n"; code += "\t\t\tsky = LIGHT0_COLOR * LIGHT0_ENERGY;\n"; code += "\t\t} else if (sun_angle < sun_angle_max) {\n"; code += "\t\t\tfloat c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min);\n"; code += "\t\t\tsky = mix(LIGHT0_COLOR * LIGHT0_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n"; code += "\t\t}\n"; code += "\t}\n"; code += "\tif (LIGHT1_ENABLED) {\n"; code += "\t\tfloat sun_angle = acos(dot(LIGHT1_DIRECTION, EYEDIR));\n"; code += "\t\tif (sun_angle < sun_angle_min) {\n"; code += "\t\t\tsky = LIGHT1_COLOR * LIGHT1_ENERGY;\n"; code += "\t\t} else if (sun_angle < sun_angle_max) {\n"; code += "\t\t\tfloat c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min);\n"; code += "\t\t\tsky = mix(LIGHT1_COLOR * LIGHT1_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n"; code += "\t\t}\n"; code += "\t}\n"; code += "\tif (LIGHT2_ENABLED) {\n"; code += "\t\tfloat sun_angle = acos(dot(LIGHT2_DIRECTION, EYEDIR));\n"; code += "\t\tif (sun_angle < sun_angle_min) {\n"; code += "\t\t\tsky = LIGHT2_COLOR * LIGHT2_ENERGY;\n"; code += "\t\t} else if (sun_angle < sun_angle_max) {\n"; code += "\t\t\tfloat c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min);\n"; code += "\t\t\tsky = mix(LIGHT2_COLOR * LIGHT2_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n"; code += "\t\t}\n"; code += "\t}\n"; code += "\tif (LIGHT3_ENABLED) {\n"; code += "\t\tfloat sun_angle = acos(dot(LIGHT3_DIRECTION, EYEDIR));\n"; code += "\t\tif (sun_angle < sun_angle_min) {\n"; code += "\t\t\tsky = LIGHT3_COLOR * LIGHT3_ENERGY;\n"; code += "\t\t} else if (sun_angle < sun_angle_max) {\n"; code += "\t\t\tfloat c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min);\n"; code += "\t\t\tsky = mix(LIGHT3_COLOR * LIGHT3_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n"; code += "\t\t}\n"; code += "\t}\n"; code += "\tc = (v_angle - (PI * 0.5)) / (PI * 0.5);\n"; code += "\tvec3 ground = mix(ground_horizon_color.rgb, ground_bottom_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / ground_curve), 0.0, 1.0));\n"; code += "\tground *= ground_energy;\n"; code += "\tCOLOR = mix(ground, sky, step(0.0, EYEDIR.y));\n"; code += "}\n"; shader = VS::get_singleton()->shader_create(); VS::get_singleton()->shader_set_code(shader, code); VS::get_singleton()->material_set_shader(_get_material(), shader); set_sky_top_color(Color(0.35, 0.46, 0.71)); set_sky_horizon_color(Color(0.55, 0.69, 0.81)); set_sky_curve(0.09); set_sky_energy(1.0); set_ground_bottom_color(Color(0.12, 0.12, 0.13)); set_ground_horizon_color(Color(0.37, 0.33, 0.31)); set_ground_curve(0.02); set_ground_energy(1.0); set_sun_angle_min(1.0); set_sun_angle_max(100.0); set_sun_curve(0.05); } ProceduralSkyMaterial::~ProceduralSkyMaterial() { } ///////////////////////////////////////// /* PanoramaSkyMaterial */ void PanoramaSkyMaterial::set_panorama(const Ref &p_panorama) { panorama = p_panorama; VS::get_singleton()->material_set_param(_get_material(), "source_panorama", panorama); } Ref PanoramaSkyMaterial::get_panorama() const { return panorama; } bool PanoramaSkyMaterial::_can_do_next_pass() const { return false; } Shader::Mode PanoramaSkyMaterial::get_shader_mode() const { return Shader::MODE_SKY; } RID PanoramaSkyMaterial::get_shader_rid() const { return shader; } void PanoramaSkyMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_panorama", "texture"), &PanoramaSkyMaterial::set_panorama); ClassDB::bind_method(D_METHOD("get_panorama"), &PanoramaSkyMaterial::get_panorama); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_panorama", "get_panorama"); } PanoramaSkyMaterial::PanoramaSkyMaterial() { String code = "shader_type sky;\n\n"; code += "uniform sampler2D source_panorama : filter_linear;\n"; code += "void fragment() {\n"; code += "\tCOLOR = texture(source_panorama, SKY_COORDS).rgb;\n"; code += "}"; shader = VS::get_singleton()->shader_create(); VS::get_singleton()->shader_set_code(shader, code); VS::get_singleton()->material_set_shader(_get_material(), shader); } PanoramaSkyMaterial::~PanoramaSkyMaterial() { VS::get_singleton()->free(shader); VS::get_singleton()->material_set_shader(_get_material(), RID()); } ////////////////////////////////// /* PhysicalSkyMaterial */ void PhysicalSkyMaterial::set_rayleigh_coefficient(float p_rayleigh) { rayleigh = p_rayleigh; VS::get_singleton()->material_set_param(_get_material(), "rayleigh", rayleigh); } float PhysicalSkyMaterial::get_rayleigh_coefficient() const { return rayleigh; } void PhysicalSkyMaterial::set_rayleigh_color(Color p_rayleigh_color) { rayleigh_color = p_rayleigh_color; VS::get_singleton()->material_set_param(_get_material(), "rayleigh_color", rayleigh_color); } Color PhysicalSkyMaterial::get_rayleigh_color() const { return rayleigh_color; } void PhysicalSkyMaterial::set_mie_coefficient(float p_mie) { mie = p_mie; VS::get_singleton()->material_set_param(_get_material(), "mie", mie); } float PhysicalSkyMaterial::get_mie_coefficient() const { return mie; } void PhysicalSkyMaterial::set_mie_eccentricity(float p_eccentricity) { mie_eccentricity = p_eccentricity; VS::get_singleton()->material_set_param(_get_material(), "mie_eccentricity", mie_eccentricity); } float PhysicalSkyMaterial::get_mie_eccentricity() const { return mie_eccentricity; } void PhysicalSkyMaterial::set_mie_color(Color p_mie_color) { mie_color = p_mie_color; VS::get_singleton()->material_set_param(_get_material(), "mie_color", mie_color); } Color PhysicalSkyMaterial::get_mie_color() const { return mie_color; } void PhysicalSkyMaterial::set_turbidity(float p_turbidity) { turbidity = p_turbidity; VS::get_singleton()->material_set_param(_get_material(), "turbidity", turbidity); } float PhysicalSkyMaterial::get_turbidity() const { return turbidity; } void PhysicalSkyMaterial::set_sun_disk_scale(float p_sun_disk_scale) { sun_disk_scale = p_sun_disk_scale; VS::get_singleton()->material_set_param(_get_material(), "sun_disk_scale", sun_disk_scale); } float PhysicalSkyMaterial::get_sun_disk_scale() const { return sun_disk_scale; } void PhysicalSkyMaterial::set_ground_color(Color p_ground_color) { ground_color = p_ground_color; VS::get_singleton()->material_set_param(_get_material(), "ground_color", ground_color); } Color PhysicalSkyMaterial::get_ground_color() const { return ground_color; } void PhysicalSkyMaterial::set_exposure(float p_exposure) { exposure = p_exposure; VS::get_singleton()->material_set_param(_get_material(), "exposure", exposure); } float PhysicalSkyMaterial::get_exposure() const { return exposure; } void PhysicalSkyMaterial::set_dither_strength(float p_dither_strength) { dither_strength = p_dither_strength; VS::get_singleton()->material_set_param(_get_material(), "dither_strength", dither_strength); } float PhysicalSkyMaterial::get_dither_strength() const { return dither_strength; } bool PhysicalSkyMaterial::_can_do_next_pass() const { return false; } Shader::Mode PhysicalSkyMaterial::get_shader_mode() const { return Shader::MODE_SKY; } RID PhysicalSkyMaterial::get_shader_rid() const { return shader; } void PhysicalSkyMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_rayleigh_coefficient", "rayleigh"), &PhysicalSkyMaterial::set_rayleigh_coefficient); ClassDB::bind_method(D_METHOD("get_rayleigh_coefficient"), &PhysicalSkyMaterial::get_rayleigh_coefficient); ClassDB::bind_method(D_METHOD("set_rayleigh_color", "color"), &PhysicalSkyMaterial::set_rayleigh_color); ClassDB::bind_method(D_METHOD("get_rayleigh_color"), &PhysicalSkyMaterial::get_rayleigh_color); ClassDB::bind_method(D_METHOD("set_mie_coefficient", "mie"), &PhysicalSkyMaterial::set_mie_coefficient); ClassDB::bind_method(D_METHOD("get_mie_coefficient"), &PhysicalSkyMaterial::get_mie_coefficient); ClassDB::bind_method(D_METHOD("set_mie_eccentricity", "eccentricity"), &PhysicalSkyMaterial::set_mie_eccentricity); ClassDB::bind_method(D_METHOD("get_mie_eccentricity"), &PhysicalSkyMaterial::get_mie_eccentricity); ClassDB::bind_method(D_METHOD("set_mie_color", "color"), &PhysicalSkyMaterial::set_mie_color); ClassDB::bind_method(D_METHOD("get_mie_color"), &PhysicalSkyMaterial::get_mie_color); ClassDB::bind_method(D_METHOD("set_turbidity", "turbidity"), &PhysicalSkyMaterial::set_turbidity); ClassDB::bind_method(D_METHOD("get_turbidity"), &PhysicalSkyMaterial::get_turbidity); ClassDB::bind_method(D_METHOD("set_sun_disk_scale", "scale"), &PhysicalSkyMaterial::set_sun_disk_scale); ClassDB::bind_method(D_METHOD("get_sun_disk_scale"), &PhysicalSkyMaterial::get_sun_disk_scale); ClassDB::bind_method(D_METHOD("set_ground_color", "color"), &PhysicalSkyMaterial::set_ground_color); ClassDB::bind_method(D_METHOD("get_ground_color"), &PhysicalSkyMaterial::get_ground_color); ClassDB::bind_method(D_METHOD("set_exposure", "exposure"), &PhysicalSkyMaterial::set_exposure); ClassDB::bind_method(D_METHOD("get_exposure"), &PhysicalSkyMaterial::get_exposure); ClassDB::bind_method(D_METHOD("set_dither_strength", "strength"), &PhysicalSkyMaterial::set_dither_strength); ClassDB::bind_method(D_METHOD("get_dither_strength"), &PhysicalSkyMaterial::get_dither_strength); ADD_GROUP("Rayleigh", "rayleigh_"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rayleigh_coefficient", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_rayleigh_coefficient", "get_rayleigh_coefficient"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "rayleigh_color"), "set_rayleigh_color", "get_rayleigh_color"); ADD_GROUP("Mie", "mie_"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_coefficient", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_mie_coefficient", "get_mie_coefficient"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_eccentricity", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_mie_eccentricity", "get_mie_eccentricity"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "mie_color"), "set_mie_color", "get_mie_color"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "turbidity", PROPERTY_HINT_RANGE, "0,1000,0.01"), "set_turbidity", "get_turbidity"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_disk_scale", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_disk_scale", "get_sun_disk_scale"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_color"), "set_ground_color", "get_ground_color"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "exposure", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_exposure", "get_exposure"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dither_strength", PROPERTY_HINT_RANGE, "0,10,0.01"), "set_dither_strength", "get_dither_strength"); } PhysicalSkyMaterial::PhysicalSkyMaterial() { String code = "shader_type sky;\n\n"; code += "uniform float rayleigh : hint_range(0, 64) = 2.0;\n"; code += "uniform vec4 rayleigh_color : hint_color = vec4(0.056, 0.14, 0.3, 1.0);\n"; code += "uniform float mie : hint_range(0, 1) = 0.005;\n"; code += "uniform float mie_eccentricity : hint_range(-1, 1) = 0.8;\n"; code += "uniform vec4 mie_color : hint_color = vec4(0.36, 0.56, 0.82, 1.0);\n\n"; code += "uniform float turbidity : hint_range(0, 1000) = 10.0;\n"; code += "uniform float sun_disk_scale : hint_range(0, 360) = 1.0;\n"; code += "uniform vec4 ground_color : hint_color = vec4(1.0);\n"; code += "uniform float exposure : hint_range(0, 128) = 0.1;\n"; code += "uniform float dither_strength : hint_range(0, 10) = 1.0;\n\n"; code += "const float PI = 3.141592653589793238462643383279502884197169;\n"; code += "const vec3 UP = vec3( 0.0, 1.0, 0.0 );\n\n"; code += "// Sun constants\n"; code += "const float SOL_SIZE = 0.00872663806;\n"; code += "const float SUN_ENERGY = 1000.0;\n\n"; code += "// optical length at zenith for molecules\n"; code += "const float rayleigh_zenith_size = 8.4e3;\n"; code += "const float mie_zenith_size = 1.25e3;\n\n"; code += "float henyey_greenstein(float cos_theta, float g) {\n"; code += "\tconst float k = 0.0795774715459;\n"; code += "\treturn k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5));\n"; code += "}\n\n"; code += "// From: https://www.shadertoy.com/view/4sfGzS credit to iq\n"; code += "float hash(vec3 p) {\n"; code += "\tp = fract( p * 0.3183099 + 0.1 );\n"; code += "\tp *= 17.0;\n"; code += "\treturn fract(p.x * p.y * p.z * (p.x + p.y + p.z));\n"; code += "}\n\n"; code += "void fragment() {\n"; code += "\tfloat zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 );\n"; code += "\tfloat sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * SUN_ENERGY * LIGHT0_ENERGY;\n"; code += "\tfloat sun_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0);\n\n"; code += "\t// rayleigh coefficients\n"; code += "\tfloat rayleigh_coefficient = rayleigh - ( 1.0 * ( 1.0 - sun_fade ) );\n"; code += "\tvec3 rayleigh_beta = rayleigh_coefficient * rayleigh_color.rgb * 0.0001;\n"; code += "\t// mie coefficients from Preetham\n"; code += "\tvec3 mie_beta = turbidity * mie * mie_color.rgb * 0.000434;\n\n"; code += "\t// optical length\n"; code += "\tfloat zenith = acos(max(0.0, dot(UP, EYEDIR)));\n"; code += "\tfloat optical_mass = 1.0 / (cos(zenith) + 0.15 * pow(93.885 - degrees(zenith), -1.253));\n"; code += "\tfloat rayleigh_scatter = rayleigh_zenith_size * optical_mass;\n"; code += "\tfloat mie_scatter = mie_zenith_size * optical_mass;\n\n"; code += "\t// light extinction based on thickness of atmosphere\n"; code += "\tvec3 extinction = exp(-(rayleigh_beta * rayleigh_scatter + mie_beta * mie_scatter));\n\n"; code += "\t// in scattering\n"; code += "\tfloat cos_theta = dot(EYEDIR, normalize(LIGHT0_DIRECTION));\n\n"; code += "\tfloat rayleigh_phase = (3.0 / (16.0 * PI)) * (1.0 + pow(cos_theta * 0.5 + 0.5, 2.0));\n"; code += "\tvec3 betaRTheta = rayleigh_beta * rayleigh_phase;\n\n"; code += "\tfloat mie_phase = henyey_greenstein(cos_theta, mie_eccentricity);\n"; code += "\tvec3 betaMTheta = mie_beta * mie_phase;\n\n"; code += "\tvec3 Lin = pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * (1.0 - extinction), vec3(1.5));\n"; code += "\t// Hack from https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Sky.js\n"; code += "\tLin *= mix(vec3(1.0), pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * extinction, vec3(0.5)), clamp(pow(1.0 - zenith_angle, 5.0), 0.0, 1.0));\n\n"; code += "\t// Hack in the ground color\n"; code += "\tLin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR)));\n\n"; code += "\t// Solar disk and out-scattering\n"; code += "\tfloat sunAngularDiameterCos = cos(SOL_SIZE * sun_disk_scale);\n"; code += "\tfloat sunAngularDiameterCos2 = cos(SOL_SIZE * sun_disk_scale*0.5);\n"; code += "\tfloat sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta);\n"; code += "\tvec3 L0 = (sun_energy * 1900.0 * extinction) * sundisk * LIGHT0_COLOR;\n"; code += "\t// Note: Add nightime here: L0 += night_sky * extinction\n\n"; code += "\tvec3 color = (Lin + L0) * 0.04;\n"; code += "\tCOLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));\n"; code += "\tCOLOR *= exposure;\n"; code += "\t// Make optional, eliminates banding\n"; code += "\tCOLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.008 * dither_strength;\n"; code += "}\n"; shader = VS::get_singleton()->shader_create(); VS::get_singleton()->shader_set_code(shader, code); VS::get_singleton()->material_set_shader(_get_material(), shader); set_rayleigh_coefficient(2.0); set_rayleigh_color(Color(0.056, 0.14, 0.3)); set_mie_coefficient(0.005); set_mie_eccentricity(0.8); set_mie_color(Color(0.36, 0.56, 0.82)); set_turbidity(10.0); set_sun_disk_scale(1.0); set_ground_color(Color(1.0, 1.0, 1.0)); set_exposure(0.1); set_dither_strength(1.0); } PhysicalSkyMaterial::~PhysicalSkyMaterial() { VS::get_singleton()->free(shader); VS::get_singleton()->material_set_shader(_get_material(), RID()); }