//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...
//计算顶点到摄像机的距离 float v2c_dist = clamp((MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).z * -1.0,0.0,50.0); offset.z *= COLOR.b; //顶点颜色.b 是法线z值偏移系数。值大就越往镜头,值小就越远离尽头陷入模型。 //COLOR.a 是精细控制轮廓线粗细 VERTEX += offset*strength*COLOR.a*v2c_...
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...
proj_matrix * params.view_matrix * params.model_matrix * position; } #[fragment] #version 450 #VERSION_DEFINES layout(location = 0) in vec4 uv_interp; layout(location = 0) out vec4 dst_color; void main() { dst_color = vec4(uv_interp.x, uv_interp.y, uv_interp.z, 1.0); } ...
{ 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;...
Godots view, give copyright from the license, just link to it https://github.com/godotengine/godot/blob/master/LICENSE.txt Terminology Godot Stride Scene Entity Tree Inspector Property Grid FileSystem Solution/Asset View Scene view Scene...
Vector and matrix types can now be edited directly (no pop-ups). Subresources can now be edited directly within the same inspector. Layer names can now be displayed in the inspector. Proper editing of arrays and dictionaries. Ability to reset any property to its default value. Improved animat...
git config --global user.name userName git config --global user.email userEmail 分支10 标签25 Divided by Zer0doc: Updated Readme version544c2543年前 931 次提交 提交 .github/workflows Incrementing Version 3年前 addons/gut port of GUT change ...
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 for binormal and tangent, if normal mapping is used} ...