GodotShader源代码: shader_typespatial;render_modeskip_vertex_transform;uniformsampler2DAlbedoTexture:hint_default_white;uniformsampler2DRoughnessTexture:hint_roughness_r;uniformsampler2DNormalTexture:hint_normal;uniformfloatNormalDepth=1.0;voidvertex(){VERTEX=(MODELVIEW_MATRIX*vec4(VERTEX,1.0)).xyz;NORMAL=n...
#[vertex] #version 450 #VERSION_DEFINES layout(location = 0) in vec4 position; layout(push_constant, std430) uniform Params { mat4 model_matrix; mat4 view_matrix; mat4 proj_matrix; } params; layout(location = 0) out vec4 uv_interp; void main() { uv_interp = vec4(position.x, ...
//UV=UV*uv1_scale.xy+uv1_offset.xy; MODELVIEW_MATRIX=VIEW_MATRIX* mat4(INV_VIEW_MATRIX[0],INV_VIEW_MATRIX[1],INV_VIEW_MATRIX[2],MODEL_MATRIX[3]); MODELVIEW_NORMAL_MATRIX= mat3(MODELVIEW_MATRIX); } // 计算极坐标UV vec2 coordinates(vec2 uv,vec2 center,float scale,float repeat)...
Godot 4 描边 Shader 新建一个 Shader,把代码贴进去,参考视频:制作中 // 定义着色器类型为3D空间着色器 shader_type spatial; // 设置渲染模式: // cull_front - 只渲染背面(用于制造轮廓效果) // unshaded - 不受光照影响,保持颜色恒定 render_mode cull_front, unshaded; // 定义可在编辑器中调整的参...
WORLD_NORMAL_MATRIX rename to MODEL_NORMAL_MATRIXWORLD_NORMAL_MATRIX重命名为MODEL_NORMAL_MATRIXCAMERA_MATRIX rename to INV_VIEW_MATRIXCAMERA_MATRIX重命名为INV_VIEW_MATRIXINV_CAMERA_MATRIX rename to VIEW_MATRIXINV_CAMERA_MATRIX重命名为VIEW_MATRIX...
objScaleUnrotatedMtx.z = length(MODEL_MATRIX[2].xyz); v_objectscale = objScaleUnrotatedMtx; #endif } void fragment() { ALBEDO = vec3(1,0,0); } @smix8was able to reproduce the crash on latestmaster(296de7d) and get a backtrace: ...
{ vec3 view_vec; if(flip_cubemap) { view_vec = VIEW; } else { view_vec = -VIEW; } vec3 ref_vec = reflect(view_vec, NORMAL); ref_vec = (INV_VIEW_MATRIX * vec4(ref_vec, 0.0)).xyz; vec3 ref_col = texture(cubemap, ref_vec).rgb; ALBEDO *= ref_col * cubemap_power;...
Use MODELVIEW_MATRIX when on double precision (GH-75462). Move sky luminance scaling to before fog is applied (GH-75812). Clamp normal when calculating 2D lighting to avoid artifacts (GH-76240). Rework particle turbulence (GH-77154). (Re-)Implement Light3D.shadow_reverse_cull_face (GH-7723...
用户可以关闭内置模型视图变换(英文:modelview transform,注:但投影(projection)依然会发生),并使用如下代码手动实现: shader_type spatial;render_mode skip_vertex_transform;voidvertex(){VERTEX=(MODELVIEW_MATRIX*vec4(VERTEX,1.0)).xyz;NORMAL=(MODELVIEW_MATRIX*vec4(NORMAL,0.0)).xyz;// same as above...
光函数会对每一个光源进行逐像素调用,并且会对每一种光源类型循环调用。 下面是一个使用兰博特光照模型(Lambertian lighting model)的自定义光函数的范例: voidlight(){DIFFUSE_LIGHT+=dot(NORMAL,LIGHT)*ATTENUATION*ALBEDO;} 如果你想让光照叠加,可以使用+=运算符将各个光叠加到DIFFUSE_LIGHT。