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https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
synced 2025-01-07 01:43:35 +08:00
Color mask node added
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addons/ShaderLib/Artistic/Mask/ColorMask.gd
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69
addons/ShaderLib/Artistic/Mask/ColorMask.gd
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@tool
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class_name VisualShaderNodeMaskColorMask extends VisualShaderNodeCustom
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func _get_name() -> String:
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return "ColorMask"
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func _get_category() -> String:
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return "Artistic/Mask"
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func _get_description() -> String:
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return "Creates a mask from values in input \"in\" equal to input \"mask color\"."
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func _get_return_icon_type() -> PortType:
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return PORT_TYPE_VECTOR_4D
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func _get_input_port_count() -> int:
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return 4
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func _get_input_port_name(port: int) -> String:
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match port:
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0:
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return "in"
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1:
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return "color mask"
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2:
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return "range"
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_:
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return "fuzziness"
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func _get_input_port_type(port: int) -> PortType:
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match port:
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0, 1:
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return PORT_TYPE_VECTOR_3D
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_:
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return PORT_TYPE_SCALAR
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func _get_input_port_default_value(port: int) -> Variant:
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match port:
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1:
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return Vector3(0.0, 0.0, 0.0)
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2, 3:
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return 0.0
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_:
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return null
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func _get_output_port_count() -> int:
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return 1
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func _get_output_port_name(port: int) -> String:
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return "out"
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func _get_output_port_type(port: int) -> PortType:
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return PORT_TYPE_VECTOR_4D
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("ColorMask.gdshaderinc").code
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return code
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func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
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var input: String = "vec3(0.0)"
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if input_vars[0]:
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input = input_vars[0]
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var color_mask: String = input_vars[1]
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var range: String = input_vars[2]
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var fuzziness: String = input_vars[3]
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return output_vars[0] + " = color_mask(%s, %s, %s, %s);" % [input, color_mask, range, fuzziness]
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4
addons/ShaderLib/Artistic/Mask/ColorMask.gdshaderinc
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4
addons/ShaderLib/Artistic/Mask/ColorMask.gdshaderinc
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vec4 color_mask(vec3 input, vec3 mask_color, float range, float fuzziness){
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float dist = distance(mask_color, input);
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return vec4(clamp(1. - (dist - range) / max(fuzziness, 1e-5), 0., 1.));
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}
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@ -15,6 +15,10 @@ Delete the contents of **_addons/ShaderLib_** folder from your project. Make sur
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<h4><a href="/documentation/Nodes/Artistic/Adjustment/SaturationNode.md">  Saturation node</a></h4>
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<h4><a href="/documentation/Nodes/Artistic/Adjustment/WhiteBalanceNode.md">  White Balance node</a></h4>
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<h3> Mask</h3>
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<h4><a href="/documentation/Nodes/Artistic/Mask/ColorMaskNode.md">  Color Mask node</a></h4>
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<h2>Geometry nodes</h2>
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<h4><a href="/documentation/Nodes/Geometry/Mesh.md"> Mesh node</a></h4>
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17
documentation/Nodes/Artistic/Mask/ColorMaskNode.md
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17
documentation/Nodes/Artistic/Mask/ColorMaskNode.md
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# Color Mask node
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Creates a mask from values in input <b><i>in</i></b> equal to input <b><i>mask color</i></b>. Input <b><i>range</i></b> can be used to define a wider range of values around input <b><i>mask color</i></b> to create the mask. Colors within this range will return 1, otherwise the node will return 0. Input <b><i>fuzziness</i></b> can be used to soften the edges around the selection similar to anti-aliasing.
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|in|vec3|none|Input value|
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|color mask|vec3|none|Color to use for mask|
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|range|float|none|Select colors within this range from input <b><i>mask color</i></b>|
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|fuzziness|float|none|Feather edges around selection. Higher values result in a softer selection mask.|
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**Outputs**
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|out|vec3|None|Output mask value|
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___
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