godot/scene/resources/sky_material.cpp
Hugo Locurcio abc38b8d66
Use C++11 raw literals for shader code to improve readability
In files that have lots of branching, `\t` was replaced with a
tab character instead.
2021-07-19 08:19:50 +02:00

609 lines
24 KiB
C++

/*************************************************************************/
/* sky_material.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "sky_material.h"
void ProceduralSkyMaterial::set_sky_top_color(const Color &p_sky_top) {
sky_top_color = p_sky_top;
RS::get_singleton()->material_set_param(_get_material(), "sky_top_color", sky_top_color.to_linear());
}
Color ProceduralSkyMaterial::get_sky_top_color() const {
return sky_top_color;
}
void ProceduralSkyMaterial::set_sky_horizon_color(const Color &p_sky_horizon) {
sky_horizon_color = p_sky_horizon;
RS::get_singleton()->material_set_param(_get_material(), "sky_horizon_color", sky_horizon_color.to_linear());
}
Color ProceduralSkyMaterial::get_sky_horizon_color() const {
return sky_horizon_color;
}
void ProceduralSkyMaterial::set_sky_curve(float p_curve) {
sky_curve = p_curve;
RS::get_singleton()->material_set_param(_get_material(), "sky_curve", sky_curve);
}
float ProceduralSkyMaterial::get_sky_curve() const {
return sky_curve;
}
void ProceduralSkyMaterial::set_sky_energy(float p_energy) {
sky_energy = p_energy;
RS::get_singleton()->material_set_param(_get_material(), "sky_energy", sky_energy);
}
float ProceduralSkyMaterial::get_sky_energy() const {
return sky_energy;
}
void ProceduralSkyMaterial::set_ground_bottom_color(const Color &p_ground_bottom) {
ground_bottom_color = p_ground_bottom;
RS::get_singleton()->material_set_param(_get_material(), "ground_bottom_color", ground_bottom_color.to_linear());
}
Color ProceduralSkyMaterial::get_ground_bottom_color() const {
return ground_bottom_color;
}
void ProceduralSkyMaterial::set_ground_horizon_color(const Color &p_ground_horizon) {
ground_horizon_color = p_ground_horizon;
RS::get_singleton()->material_set_param(_get_material(), "ground_horizon_color", ground_horizon_color.to_linear());
}
Color ProceduralSkyMaterial::get_ground_horizon_color() const {
return ground_horizon_color;
}
void ProceduralSkyMaterial::set_ground_curve(float p_curve) {
ground_curve = p_curve;
RS::get_singleton()->material_set_param(_get_material(), "ground_curve", ground_curve);
}
float ProceduralSkyMaterial::get_ground_curve() const {
return ground_curve;
}
void ProceduralSkyMaterial::set_ground_energy(float p_energy) {
ground_energy = p_energy;
RS::get_singleton()->material_set_param(_get_material(), "ground_energy", ground_energy);
}
float ProceduralSkyMaterial::get_ground_energy() const {
return ground_energy;
}
void ProceduralSkyMaterial::set_sun_angle_max(float p_angle) {
sun_angle_max = p_angle;
RS::get_singleton()->material_set_param(_get_material(), "sun_angle_max", Math::deg2rad(sun_angle_max));
}
float ProceduralSkyMaterial::get_sun_angle_max() const {
return sun_angle_max;
}
void ProceduralSkyMaterial::set_sun_curve(float p_curve) {
sun_curve = p_curve;
RS::get_singleton()->material_set_param(_get_material(), "sun_curve", sun_curve);
}
float ProceduralSkyMaterial::get_sun_curve() const {
return sun_curve;
}
bool ProceduralSkyMaterial::_can_do_next_pass() const {
return false;
}
Shader::Mode ProceduralSkyMaterial::get_shader_mode() const {
return Shader::MODE_SKY;
}
RID ProceduralSkyMaterial::get_shader_rid() const {
return shader;
}
void ProceduralSkyMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_sky_top_color", "color"), &ProceduralSkyMaterial::set_sky_top_color);
ClassDB::bind_method(D_METHOD("get_sky_top_color"), &ProceduralSkyMaterial::get_sky_top_color);
ClassDB::bind_method(D_METHOD("set_sky_horizon_color", "color"), &ProceduralSkyMaterial::set_sky_horizon_color);
ClassDB::bind_method(D_METHOD("get_sky_horizon_color"), &ProceduralSkyMaterial::get_sky_horizon_color);
ClassDB::bind_method(D_METHOD("set_sky_curve", "curve"), &ProceduralSkyMaterial::set_sky_curve);
ClassDB::bind_method(D_METHOD("get_sky_curve"), &ProceduralSkyMaterial::get_sky_curve);
ClassDB::bind_method(D_METHOD("set_sky_energy", "energy"), &ProceduralSkyMaterial::set_sky_energy);
ClassDB::bind_method(D_METHOD("get_sky_energy"), &ProceduralSkyMaterial::get_sky_energy);
ClassDB::bind_method(D_METHOD("set_ground_bottom_color", "color"), &ProceduralSkyMaterial::set_ground_bottom_color);
ClassDB::bind_method(D_METHOD("get_ground_bottom_color"), &ProceduralSkyMaterial::get_ground_bottom_color);
ClassDB::bind_method(D_METHOD("set_ground_horizon_color", "color"), &ProceduralSkyMaterial::set_ground_horizon_color);
ClassDB::bind_method(D_METHOD("get_ground_horizon_color"), &ProceduralSkyMaterial::get_ground_horizon_color);
ClassDB::bind_method(D_METHOD("set_ground_curve", "curve"), &ProceduralSkyMaterial::set_ground_curve);
ClassDB::bind_method(D_METHOD("get_ground_curve"), &ProceduralSkyMaterial::get_ground_curve);
ClassDB::bind_method(D_METHOD("set_ground_energy", "energy"), &ProceduralSkyMaterial::set_ground_energy);
ClassDB::bind_method(D_METHOD("get_ground_energy"), &ProceduralSkyMaterial::get_ground_energy);
ClassDB::bind_method(D_METHOD("set_sun_angle_max", "degrees"), &ProceduralSkyMaterial::set_sun_angle_max);
ClassDB::bind_method(D_METHOD("get_sun_angle_max"), &ProceduralSkyMaterial::get_sun_angle_max);
ClassDB::bind_method(D_METHOD("set_sun_curve", "curve"), &ProceduralSkyMaterial::set_sun_curve);
ClassDB::bind_method(D_METHOD("get_sun_curve"), &ProceduralSkyMaterial::get_sun_curve);
ADD_GROUP("Sky", "sky_");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_top_color"), "set_sky_top_color", "get_sky_top_color");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_horizon_color"), "set_sky_horizon_color", "get_sky_horizon_color");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_curve", PROPERTY_HINT_EXP_EASING), "set_sky_curve", "get_sky_curve");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sky_energy", "get_sky_energy");
ADD_GROUP("Ground", "ground_");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_bottom_color"), "set_ground_bottom_color", "get_ground_bottom_color");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_horizon_color"), "set_ground_horizon_color", "get_ground_horizon_color");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_curve", PROPERTY_HINT_EXP_EASING), "set_ground_curve", "get_ground_curve");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_ground_energy", "get_ground_energy");
ADD_GROUP("Sun", "sun_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_angle_max", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_angle_max", "get_sun_angle_max");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_curve", PROPERTY_HINT_EXP_EASING), "set_sun_curve", "get_sun_curve");
}
ProceduralSkyMaterial::ProceduralSkyMaterial() {
shader = RS::get_singleton()->shader_create();
RS::get_singleton()->shader_set_code(shader, R"(
shader_type sky;
uniform vec4 sky_top_color : hint_color = vec4(0.35, 0.46, 0.71, 1.0);
uniform vec4 sky_horizon_color : hint_color = vec4(0.55, 0.69, 0.81, 1.0);
uniform float sky_curve : hint_range(0, 1) = 0.09;
uniform float sky_energy = 1.0;
uniform vec4 ground_bottom_color : hint_color = vec4(0.12, 0.12, 0.13, 1.0);
uniform vec4 ground_horizon_color : hint_color = vec4(0.37, 0.33, 0.31, 1.0);
uniform float ground_curve : hint_range(0, 1) = 0.02;
uniform float ground_energy = 1.0;
uniform float sun_angle_max = 1.74;
uniform float sun_curve : hint_range(0, 1) = 0.05;
void sky() {
float v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0));
float c = (1.0 - v_angle / (PI * 0.5));
vec3 sky = mix(sky_horizon_color.rgb, sky_top_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / sky_curve), 0.0, 1.0));
sky *= sky_energy;
if (LIGHT0_ENABLED) {
float sun_angle = acos(dot(LIGHT0_DIRECTION, EYEDIR));
if (sun_angle < LIGHT0_SIZE) {
sky = LIGHT0_COLOR * LIGHT0_ENERGY;
} else if (sun_angle < sun_angle_max) {
float c2 = (sun_angle - LIGHT0_SIZE) / (sun_angle_max - LIGHT0_SIZE);
sky = mix(LIGHT0_COLOR * LIGHT0_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));
}
}
if (LIGHT1_ENABLED) {
float sun_angle = acos(dot(LIGHT1_DIRECTION, EYEDIR));
if (sun_angle < LIGHT1_SIZE) {
sky = LIGHT1_COLOR * LIGHT1_ENERGY;
} else if (sun_angle < sun_angle_max) {
float c2 = (sun_angle - LIGHT1_SIZE) / (sun_angle_max - LIGHT1_SIZE);
sky = mix(LIGHT1_COLOR * LIGHT1_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));
}
}
if (LIGHT2_ENABLED) {
float sun_angle = acos(dot(LIGHT2_DIRECTION, EYEDIR));
if (sun_angle < LIGHT2_SIZE) {
sky = LIGHT2_COLOR * LIGHT2_ENERGY;
} else if (sun_angle < sun_angle_max) {
float c2 = (sun_angle - LIGHT2_SIZE) / (sun_angle_max - LIGHT2_SIZE);
sky = mix(LIGHT2_COLOR * LIGHT2_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));
}
}
if (LIGHT3_ENABLED) {
float sun_angle = acos(dot(LIGHT3_DIRECTION, EYEDIR));
if (sun_angle < LIGHT3_SIZE) {
sky = LIGHT3_COLOR * LIGHT3_ENERGY;
} else if (sun_angle < sun_angle_max) {
float c2 = (sun_angle - LIGHT3_SIZE) / (sun_angle_max - LIGHT3_SIZE);
sky = mix(LIGHT3_COLOR * LIGHT3_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));
}
}
c = (v_angle - (PI * 0.5)) / (PI * 0.5);
vec3 ground = mix(ground_horizon_color.rgb, ground_bottom_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / ground_curve), 0.0, 1.0));
ground *= ground_energy;
COLOR = mix(ground, sky, step(0.0, EYEDIR.y));
}
)");
RS::get_singleton()->material_set_shader(_get_material(), shader);
set_sky_top_color(Color(0.35, 0.46, 0.71));
set_sky_horizon_color(Color(0.55, 0.69, 0.81));
set_sky_curve(0.09);
set_sky_energy(1.0);
set_ground_bottom_color(Color(0.12, 0.12, 0.13));
set_ground_horizon_color(Color(0.37, 0.33, 0.31));
set_ground_curve(0.02);
set_ground_energy(1.0);
set_sun_angle_max(100.0);
set_sun_curve(0.05);
}
ProceduralSkyMaterial::~ProceduralSkyMaterial() {
RS::get_singleton()->free(shader);
RS::get_singleton()->material_set_shader(_get_material(), RID());
}
/////////////////////////////////////////
/* PanoramaSkyMaterial */
void PanoramaSkyMaterial::set_panorama(const Ref<Texture2D> &p_panorama) {
panorama = p_panorama;
RID tex_rid = p_panorama.is_valid() ? p_panorama->get_rid() : RID();
RS::get_singleton()->material_set_param(_get_material(), "source_panorama", tex_rid);
}
Ref<Texture2D> PanoramaSkyMaterial::get_panorama() const {
return panorama;
}
bool PanoramaSkyMaterial::_can_do_next_pass() const {
return false;
}
Shader::Mode PanoramaSkyMaterial::get_shader_mode() const {
return Shader::MODE_SKY;
}
RID PanoramaSkyMaterial::get_shader_rid() const {
return shader;
}
void PanoramaSkyMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_panorama", "texture"), &PanoramaSkyMaterial::set_panorama);
ClassDB::bind_method(D_METHOD("get_panorama"), &PanoramaSkyMaterial::get_panorama);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_panorama", "get_panorama");
}
PanoramaSkyMaterial::PanoramaSkyMaterial() {
shader = RS::get_singleton()->shader_create();
RS::get_singleton()->shader_set_code(shader, R"(
shader_type sky;
uniform sampler2D source_panorama : filter_linear;
void sky() {
COLOR = texture(source_panorama, SKY_COORDS).rgb;
}
)");
RS::get_singleton()->material_set_shader(_get_material(), shader);
}
PanoramaSkyMaterial::~PanoramaSkyMaterial() {
RS::get_singleton()->free(shader);
RS::get_singleton()->material_set_shader(_get_material(), RID());
}
//////////////////////////////////
/* PhysicalSkyMaterial */
void PhysicalSkyMaterial::set_rayleigh_coefficient(float p_rayleigh) {
rayleigh = p_rayleigh;
RS::get_singleton()->material_set_param(_get_material(), "rayleigh", rayleigh);
}
float PhysicalSkyMaterial::get_rayleigh_coefficient() const {
return rayleigh;
}
void PhysicalSkyMaterial::set_rayleigh_color(Color p_rayleigh_color) {
rayleigh_color = p_rayleigh_color;
RS::get_singleton()->material_set_param(_get_material(), "rayleigh_color", rayleigh_color);
}
Color PhysicalSkyMaterial::get_rayleigh_color() const {
return rayleigh_color;
}
void PhysicalSkyMaterial::set_mie_coefficient(float p_mie) {
mie = p_mie;
RS::get_singleton()->material_set_param(_get_material(), "mie", mie);
}
float PhysicalSkyMaterial::get_mie_coefficient() const {
return mie;
}
void PhysicalSkyMaterial::set_mie_eccentricity(float p_eccentricity) {
mie_eccentricity = p_eccentricity;
RS::get_singleton()->material_set_param(_get_material(), "mie_eccentricity", mie_eccentricity);
}
float PhysicalSkyMaterial::get_mie_eccentricity() const {
return mie_eccentricity;
}
void PhysicalSkyMaterial::set_mie_color(Color p_mie_color) {
mie_color = p_mie_color;
RS::get_singleton()->material_set_param(_get_material(), "mie_color", mie_color);
}
Color PhysicalSkyMaterial::get_mie_color() const {
return mie_color;
}
void PhysicalSkyMaterial::set_turbidity(float p_turbidity) {
turbidity = p_turbidity;
RS::get_singleton()->material_set_param(_get_material(), "turbidity", turbidity);
}
float PhysicalSkyMaterial::get_turbidity() const {
return turbidity;
}
void PhysicalSkyMaterial::set_sun_disk_scale(float p_sun_disk_scale) {
sun_disk_scale = p_sun_disk_scale;
RS::get_singleton()->material_set_param(_get_material(), "sun_disk_scale", sun_disk_scale);
}
float PhysicalSkyMaterial::get_sun_disk_scale() const {
return sun_disk_scale;
}
void PhysicalSkyMaterial::set_ground_color(Color p_ground_color) {
ground_color = p_ground_color;
RS::get_singleton()->material_set_param(_get_material(), "ground_color", ground_color);
}
Color PhysicalSkyMaterial::get_ground_color() const {
return ground_color;
}
void PhysicalSkyMaterial::set_exposure(float p_exposure) {
exposure = p_exposure;
RS::get_singleton()->material_set_param(_get_material(), "exposure", exposure);
}
float PhysicalSkyMaterial::get_exposure() const {
return exposure;
}
void PhysicalSkyMaterial::set_dither_strength(float p_dither_strength) {
dither_strength = p_dither_strength;
RS::get_singleton()->material_set_param(_get_material(), "dither_strength", dither_strength);
}
float PhysicalSkyMaterial::get_dither_strength() const {
return dither_strength;
}
void PhysicalSkyMaterial::set_night_sky(const Ref<Texture2D> &p_night_sky) {
night_sky = p_night_sky;
RID tex_rid = p_night_sky.is_valid() ? p_night_sky->get_rid() : RID();
RS::get_singleton()->material_set_param(_get_material(), "night_sky", tex_rid);
}
Ref<Texture2D> PhysicalSkyMaterial::get_night_sky() const {
return night_sky;
}
bool PhysicalSkyMaterial::_can_do_next_pass() const {
return false;
}
Shader::Mode PhysicalSkyMaterial::get_shader_mode() const {
return Shader::MODE_SKY;
}
RID PhysicalSkyMaterial::get_shader_rid() const {
return shader;
}
void PhysicalSkyMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_rayleigh_coefficient", "rayleigh"), &PhysicalSkyMaterial::set_rayleigh_coefficient);
ClassDB::bind_method(D_METHOD("get_rayleigh_coefficient"), &PhysicalSkyMaterial::get_rayleigh_coefficient);
ClassDB::bind_method(D_METHOD("set_rayleigh_color", "color"), &PhysicalSkyMaterial::set_rayleigh_color);
ClassDB::bind_method(D_METHOD("get_rayleigh_color"), &PhysicalSkyMaterial::get_rayleigh_color);
ClassDB::bind_method(D_METHOD("set_mie_coefficient", "mie"), &PhysicalSkyMaterial::set_mie_coefficient);
ClassDB::bind_method(D_METHOD("get_mie_coefficient"), &PhysicalSkyMaterial::get_mie_coefficient);
ClassDB::bind_method(D_METHOD("set_mie_eccentricity", "eccentricity"), &PhysicalSkyMaterial::set_mie_eccentricity);
ClassDB::bind_method(D_METHOD("get_mie_eccentricity"), &PhysicalSkyMaterial::get_mie_eccentricity);
ClassDB::bind_method(D_METHOD("set_mie_color", "color"), &PhysicalSkyMaterial::set_mie_color);
ClassDB::bind_method(D_METHOD("get_mie_color"), &PhysicalSkyMaterial::get_mie_color);
ClassDB::bind_method(D_METHOD("set_turbidity", "turbidity"), &PhysicalSkyMaterial::set_turbidity);
ClassDB::bind_method(D_METHOD("get_turbidity"), &PhysicalSkyMaterial::get_turbidity);
ClassDB::bind_method(D_METHOD("set_sun_disk_scale", "scale"), &PhysicalSkyMaterial::set_sun_disk_scale);
ClassDB::bind_method(D_METHOD("get_sun_disk_scale"), &PhysicalSkyMaterial::get_sun_disk_scale);
ClassDB::bind_method(D_METHOD("set_ground_color", "color"), &PhysicalSkyMaterial::set_ground_color);
ClassDB::bind_method(D_METHOD("get_ground_color"), &PhysicalSkyMaterial::get_ground_color);
ClassDB::bind_method(D_METHOD("set_exposure", "exposure"), &PhysicalSkyMaterial::set_exposure);
ClassDB::bind_method(D_METHOD("get_exposure"), &PhysicalSkyMaterial::get_exposure);
ClassDB::bind_method(D_METHOD("set_dither_strength", "strength"), &PhysicalSkyMaterial::set_dither_strength);
ClassDB::bind_method(D_METHOD("get_dither_strength"), &PhysicalSkyMaterial::get_dither_strength);
ClassDB::bind_method(D_METHOD("set_night_sky", "night_sky"), &PhysicalSkyMaterial::set_night_sky);
ClassDB::bind_method(D_METHOD("get_night_sky"), &PhysicalSkyMaterial::get_night_sky);
ADD_GROUP("Rayleigh", "rayleigh_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rayleigh_coefficient", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_rayleigh_coefficient", "get_rayleigh_coefficient");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "rayleigh_color"), "set_rayleigh_color", "get_rayleigh_color");
ADD_GROUP("Mie", "mie_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_coefficient", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_mie_coefficient", "get_mie_coefficient");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_eccentricity", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_mie_eccentricity", "get_mie_eccentricity");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "mie_color"), "set_mie_color", "get_mie_color");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "turbidity", PROPERTY_HINT_RANGE, "0,1000,0.01"), "set_turbidity", "get_turbidity");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_disk_scale", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_disk_scale", "get_sun_disk_scale");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_color"), "set_ground_color", "get_ground_color");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "exposure", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_exposure", "get_exposure");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dither_strength", PROPERTY_HINT_RANGE, "0,10,0.01"), "set_dither_strength", "get_dither_strength");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "night_sky", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_night_sky", "get_night_sky");
}
PhysicalSkyMaterial::PhysicalSkyMaterial() {
shader = RS::get_singleton()->shader_create();
RS::get_singleton()->shader_set_code(shader, R"(
shader_type sky;
uniform float rayleigh : hint_range(0, 64) = 2.0;
uniform vec4 rayleigh_color : hint_color = vec4(0.056, 0.14, 0.3, 1.0);
uniform float mie : hint_range(0, 1) = 0.005;
uniform float mie_eccentricity : hint_range(-1, 1) = 0.8;
uniform vec4 mie_color : hint_color = vec4(0.36, 0.56, 0.82, 1.0);
uniform float turbidity : hint_range(0, 1000) = 10.0;
uniform float sun_disk_scale : hint_range(0, 360) = 1.0;
uniform vec4 ground_color : hint_color = vec4(1.0);
uniform float exposure : hint_range(0, 128) = 0.1;
uniform float dither_strength : hint_range(0, 10) = 1.0;
uniform sampler2D night_sky : hint_black;
const vec3 UP = vec3( 0.0, 1.0, 0.0 );
// Sun constants
const float SUN_ENERGY = 1000.0;
// Optical length at zenith for molecules.
const float rayleigh_zenith_size = 8.4e3;
const float mie_zenith_size = 1.25e3;
float henyey_greenstein(float cos_theta, float g) {
const float k = 0.0795774715459;
return k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5));
}
// From: https://www.shadertoy.com/view/4sfGzS credit to iq
float hash(vec3 p) {
p = fract( p * 0.3183099 + 0.1 );
p *= 17.0;
return fract(p.x * p.y * p.z * (p.x + p.y + p.z));
}
void sky() {
if (LIGHT0_ENABLED) {
float zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 );
float sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * SUN_ENERGY * LIGHT0_ENERGY;
float sun_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0);
// Rayleigh coefficients.
float rayleigh_coefficient = rayleigh - ( 1.0 * ( 1.0 - sun_fade ) );
vec3 rayleigh_beta = rayleigh_coefficient * rayleigh_color.rgb * 0.0001;
// mie coefficients from Preetham
vec3 mie_beta = turbidity * mie * mie_color.rgb * 0.000434;
// Optical length.
float zenith = acos(max(0.0, dot(UP, EYEDIR)));
float optical_mass = 1.0 / (cos(zenith) + 0.15 * pow(93.885 - degrees(zenith), -1.253));
float rayleigh_scatter = rayleigh_zenith_size * optical_mass;
float mie_scatter = mie_zenith_size * optical_mass;
// Light extinction based on thickness of atmosphere.
vec3 extinction = exp(-(rayleigh_beta * rayleigh_scatter + mie_beta * mie_scatter));
// In scattering.
float cos_theta = dot(EYEDIR, normalize(LIGHT0_DIRECTION));
float rayleigh_phase = (3.0 / (16.0 * PI)) * (1.0 + pow(cos_theta * 0.5 + 0.5, 2.0));
vec3 betaRTheta = rayleigh_beta * rayleigh_phase;
float mie_phase = henyey_greenstein(cos_theta, mie_eccentricity);
vec3 betaMTheta = mie_beta * mie_phase;
vec3 Lin = pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * (1.0 - extinction), vec3(1.5));
// Hack from https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Sky.js
Lin *= mix(vec3(1.0), pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * extinction, vec3(0.5)), clamp(pow(1.0 - zenith_angle, 5.0), 0.0, 1.0));
// Hack in the ground color.
Lin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR)));
// Solar disk and out-scattering.
float sunAngularDiameterCos = cos(LIGHT0_SIZE * sun_disk_scale);
float sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale*0.5);
float sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta);
vec3 L0 = (sun_energy * 1900.0 * extinction) * sundisk * LIGHT0_COLOR;
L0 += texture(night_sky, SKY_COORDS).xyz * extinction;
vec3 color = (Lin + L0) * 0.04;
COLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));
COLOR *= exposure;
// Make optional, eliminates banding.
COLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.016 * dither_strength;
} else {
// There is no sun, so display night_sky and nothing else.
COLOR = texture(night_sky, SKY_COORDS).xyz * 0.04;
COLOR *= exposure;
}
}
)");
RS::get_singleton()->material_set_shader(_get_material(), shader);
set_rayleigh_coefficient(2.0);
set_rayleigh_color(Color(0.056, 0.14, 0.3));
set_mie_coefficient(0.005);
set_mie_eccentricity(0.8);
set_mie_color(Color(0.36, 0.56, 0.82));
set_turbidity(10.0);
set_sun_disk_scale(1.0);
set_ground_color(Color(1.0, 1.0, 1.0));
set_exposure(0.1);
set_dither_strength(1.0);
}
PhysicalSkyMaterial::~PhysicalSkyMaterial() {
RS::get_singleton()->free(shader);
}