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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-01-07 01:43:35 +08:00

Parallax mapping node initial implementation

This commit is contained in:
Digvijaysinh Gohil 2023-12-22 17:19:02 +05:30
parent 7e9953230a
commit 9b79e5fca3
2 changed files with 67 additions and 0 deletions

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@tool
class_name VisualShaderNodeUVParallaxMapping extends VisualShaderNodeCustom
func _init() -> void:
_set_input_port_default_value(1, 1.0)
func _get_name() -> String:
return "ParallaxMapping"
func _get_category() -> String:
return "UV"
func _get_description() -> String:
return "The Parallax Mapping node lets you create a parallax effect that displaces a Material's UVs to create the illusion of depth inside a Material."
func _get_return_icon_type() -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D
func _get_input_port_count() -> int:
return 2
func _get_input_port_name(port: int) -> String:
match port:
0:
return "heightMap"
1:
return "amplitude"
return ""
func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
match port:
0:
return PORT_TYPE_SAMPLER
_:
return PORT_TYPE_SCALAR
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "uv"
func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("ParallaxMappingUV.gdshaderinc").code
return code
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var height_map: String = input_vars[0]
var amplitude: String = input_vars[1]
if !height_map:
return output_vars[0] + " = UV;"
return output_vars[0] + " = parallax_mapping_uv(%s, %s, CAMERA_DIRECTION_WORLD, INV_VIEW_MATRIX, UV);" % [height_map, amplitude];

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vec2 parallax_mapping_uv(sampler2D height_map, float bump_scale, vec3 view_direction, mat4 inv_view_matrix, vec2 uv){
vec3 _eye = -(inv_view_matrix * vec4(view_direction, 0.0)).xyz;
_eye = normalize(view_direction);
float _depth = texture(height_map, uv).w;
vec2 _half_offset = normalize(_eye).xy * (_depth) * bump_scale;
_depth = (_depth + texture(height_map, uv + _half_offset).x) * 0.5;
_half_offset = normalize(_eye).xy * (_depth) * bump_scale;
_depth = (_depth + texture(height_map, uv + _half_offset).x) * 0.5;
_half_offset = normalize(_eye).xy * (_depth) * bump_scale;
return uv + _half_offset;
}