Add initial support for hardcoded terrain switching

This commit is contained in:
kayomn 2023-01-13 00:36:09 +00:00
parent 0ab18050ad
commit 1765ed9947
15 changed files with 183 additions and 72 deletions

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@ -37,105 +37,105 @@ var size: Vector2i = Vector2i.ZERO:
## ##
## ##
@export @export
var layer_1_albedo: Texture2D = null: var albedo_map: Texture2D = null:
get: get:
return layer_1_albedo return albedo_map
set(value): set(value):
self._material.set_shader_parameter("LAYER_1_ALBEDO", value) self._material.set_shader_parameter("ALBEDO_MAP_0", value)
layer_1_albedo = value albedo_map = value
## ##
## ##
## ##
@export @export
var layer_1_normal_map: Texture2D = null: var albedo_map_b: Texture2D = null:
get: get:
return layer_1_normal_map return albedo_map_b
set(value): set(value):
self._material.set_shader_parameter("LAYER_1_NORMAL_MAP", value) self._material.set_shader_parameter("ALBEDO_MAP_B", value)
layer_1_normal_map = value albedo_map_b = value
## ##
## ##
## ##
@export @export
var layer_2_albedo: Texture2D = null: var albedo_map_g: Texture2D = null:
get: get:
return layer_2_albedo return albedo_map_g
set(value): set(value):
self._material.set_shader_parameter("LAYER_2_ALBEDO", value) self._material.set_shader_parameter("ALBEDO_MAP_G", value)
layer_2_albedo = value albedo_map_g = value
## ##
## ##
## ##
@export @export
var layer_2_normal_map: Texture2D = null: var albedo_map_r: Texture2D = null:
get: get:
return layer_2_normal_map return albedo_map_r
set(value): set(value):
self._material.set_shader_parameter("LAYER_2_NORMAL_MAP", value) self._material.set_shader_parameter("ALBEDO_MAP_R", value)
layer_2_normal_map = value albedo_map_r = value
## ##
## ##
## ##
@export @export
var layer_3_albedo: Texture2D = null: var normal_map: Texture2D = null:
get: get:
return layer_3_albedo return normal_map
set(value): set(value):
self._material.set_shader_parameter("LAYER_3_ALBEDO", value) self._material.set_shader_parameter("NORMAL_MAP_0", value)
layer_3_albedo = value normal_map = value
## ##
## ##
## ##
@export @export
var layer_3_normal_map: Texture2D = null: var normal_map_b: Texture2D = null:
get: get:
return layer_3_normal_map return normal_map_b
set(value): set(value):
self._material.set_shader_parameter("LAYER_3_NORMAL_MAP", value) self._material.set_shader_parameter("NORMAL_MAP_B", value)
layer_3_normal_map = value normal_map_b = value
## ##
## ##
## ##
@export @export
var layer_4_albedo: Texture2D = null: var normal_map_g: Texture2D = null:
get: get:
return layer_4_albedo return normal_map_g
set(value): set(value):
self._material.set_shader_parameter("LAYER_4_ALBEDO", value) self._material.set_shader_parameter("NORMAL_MAP_G", value)
layer_4_albedo = value normal_map_g = value
## ##
## ##
## ##
@export @export
var layer_4_normal_map: Texture2D = null: var normal_map_r: Texture2D = null:
get: get:
return layer_4_normal_map return normal_map_r
set(value): set(value):
self._material.set_shader_parameter("LAYER_4_NORMAL_MAP", value) self._material.set_shader_parameter("ALBEDO_MAP_R", value)
layer_4_normal_map = value normal_map_r = value
## ##
## ##

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@ -1,23 +1,23 @@
shader_type spatial; shader_type spatial;
uniform sampler2D LAYER_1_ALBEDO : hint_default_black; uniform sampler2D ALBEDO_MAP_0 : hint_default_black;
uniform sampler2D LAYER_1_NORMAL_MAP : hint_default_black; uniform sampler2D ALBEDO_MAP_R : hint_default_black;
uniform sampler2D LAYER_2_ALBEDO : hint_default_black; uniform sampler2D ALBEDO_MAP_G : hint_default_black;
uniform sampler2D LAYER_2_NORMAL_MAP : hint_default_black; uniform sampler2D ALBEDO_MAP_B : hint_default_black;
uniform sampler2D LAYER_3_ALBEDO : hint_default_black;
uniform sampler2D LAYER_3_NORMAL_MAP : hint_default_black;
uniform sampler2D LAYER_4_ALBEDO : hint_default_black;
uniform sampler2D LAYER_4_NORMAL_MAP : hint_default_black;
uniform float MAX_HEIGHT = 100.0; uniform float MAX_HEIGHT = 100.0;
uniform sampler2D NORMAL_MAP_0 : hint_default_black;
uniform sampler2D NORMAL_MAP_R : hint_default_black;
uniform sampler2D NORMAL_MAP_G : hint_default_black;
uniform sampler2D NORMAL_MAP_B : hint_default_black;
uniform vec2 SIZE; uniform vec2 SIZE;
uniform sampler2D TERRAIN_MAP : hint_default_transparent, repeat_disable; uniform sampler2D TERRAIN_MAP : hint_default_transparent, repeat_disable;
@ -28,15 +28,15 @@ void fragment() {
vec3 splat_map = texture(TERRAIN_MAP, UV).rgb; vec3 splat_map = texture(TERRAIN_MAP, UV).rgb;
float blank = clamp(1.0 - splat_map.r - splat_map.g - splat_map.b, 0.0, 1.0); float blank = clamp(1.0 - splat_map.r - splat_map.g - splat_map.b, 0.0, 1.0);
ALBEDO = blank * 0.5 * (texture(LAYER_1_ALBEDO, uv).rgb + texture(LAYER_1_ALBEDO, uv_alt).rgb); ALBEDO = blank * 0.5 * (texture(ALBEDO_MAP_0, uv).rgb + texture(ALBEDO_MAP_0, uv_alt).rgb);
ALBEDO += splat_map.r * 0.5 * (texture(LAYER_2_ALBEDO, uv).rgb + texture(LAYER_2_ALBEDO, uv_alt).rgb); ALBEDO += splat_map.r * 0.5 * (texture(ALBEDO_MAP_R, uv).rgb + texture(ALBEDO_MAP_R, uv_alt).rgb);
ALBEDO += splat_map.g * 0.5 * (texture(LAYER_3_ALBEDO, uv).rgb + texture(LAYER_3_ALBEDO, uv_alt).rgb); ALBEDO += splat_map.g * 0.5 * (texture(ALBEDO_MAP_G, uv).rgb + texture(ALBEDO_MAP_G, uv_alt).rgb);
ALBEDO += splat_map.b * 0.5 * (texture(LAYER_4_ALBEDO, uv).rgb + texture(LAYER_4_ALBEDO, uv_alt).rgb); ALBEDO += splat_map.b * 0.5 * (texture(ALBEDO_MAP_B, uv).rgb + texture(ALBEDO_MAP_B, uv_alt).rgb);
NORMAL_MAP = blank * 0.5 * (texture(LAYER_1_NORMAL_MAP, uv).rgb + texture(LAYER_1_NORMAL_MAP, uv_alt).rgb); NORMAL_MAP = blank * 0.5 * (texture(NORMAL_MAP_0, uv).rgb + texture(NORMAL_MAP_0, uv_alt).rgb);
NORMAL_MAP += splat_map.r * 0.5 * (texture(LAYER_1_NORMAL_MAP, uv).rgb + texture(LAYER_2_NORMAL_MAP, uv_alt).rgb); NORMAL_MAP += splat_map.r * 0.5 * (texture(NORMAL_MAP_R, uv).rgb + texture(NORMAL_MAP_R, uv_alt).rgb);
NORMAL_MAP += splat_map.g * 0.5 * (texture(LAYER_2_NORMAL_MAP, uv).rgb + texture(LAYER_3_NORMAL_MAP, uv_alt).rgb); NORMAL_MAP += splat_map.g * 0.5 * (texture(NORMAL_MAP_G, uv).rgb + texture(NORMAL_MAP_G, uv_alt).rgb);
NORMAL_MAP += splat_map.b * 0.5 * (texture(LAYER_3_NORMAL_MAP, uv).rgb + texture(LAYER_4_NORMAL_MAP, uv_alt).rgb); NORMAL_MAP += splat_map.b * 0.5 * (texture(NORMAL_MAP_B, uv).rgb + texture(NORMAL_MAP_B, uv_alt).rgb);
} }
float height(vec2 uv) { float height(vec2 uv) {