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Added light affect parameter to baked AO
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@ -787,6 +787,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
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actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
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actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
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actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
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actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
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//actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
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actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
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@ -806,6 +807,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n";
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actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
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actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n";
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actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
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actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
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actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
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actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
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@ -1536,6 +1536,7 @@ void main() {
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#if defined(ENABLE_AO)
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float ao=1.0;
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float ao_light_affect=0.0;
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#endif
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float alpha = 1.0;
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@ -1920,9 +1921,13 @@ FRAGMENT_SHADER_CODE
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#if defined(ENABLE_AO)
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ambient_light*=ao;
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ao_light_affect = mix(1.0,ao,ao_light_affect);
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specular_light*=ao_light_affect;
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diffuse_light*=ao_light_affect;
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#endif
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//energu conservation
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diffuse_light=mix(diffuse_light,vec3(0.0),metallic);
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ambient_light=mix(ambient_light,vec3(0.0),metallic);
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@ -268,6 +268,8 @@ void SpatialMaterial::init_shaders() {
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shader_names->grow = "grow";
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shader_names->ao_light_affect = "ao_light_affect";
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shader_names->proximity_fade_distance = "proximity_fade_distance";
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shader_names->distance_fade_min = "distance_fade_min";
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shader_names->distance_fade_max = "distance_fade_max";
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@ -462,6 +464,7 @@ void SpatialMaterial::_update_shader() {
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if (features[FEATURE_AMBIENT_OCCLUSION]) {
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code += "uniform sampler2D texture_ambient_occlusion : hint_white;\n";
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code += "uniform vec4 ao_texture_channel;\n";
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code += "uniform float ao_light_affect;\n";
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}
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if (features[FEATURE_DETAIL]) {
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@ -796,6 +799,8 @@ void SpatialMaterial::_update_shader() {
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code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n";
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}
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}
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code += "\tAO_LIGHT_AFFECT = ao_light_affect;\n";
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}
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if (features[FEATURE_SUBSURACE_SCATTERING]) {
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@ -1012,6 +1017,16 @@ float SpatialMaterial::get_rim_tint() const {
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return rim_tint;
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}
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void SpatialMaterial::set_ao_light_affect(float p_ao_light_affect) {
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ao_light_affect = p_ao_light_affect;
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VS::get_singleton()->material_set_param(_get_material(), shader_names->ao_light_affect, p_ao_light_affect);
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}
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float SpatialMaterial::get_ao_light_affect() const {
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return ao_light_affect;
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}
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void SpatialMaterial::set_clearcoat(float p_clearcoat) {
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clearcoat = p_clearcoat;
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@ -1745,6 +1760,9 @@ void SpatialMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_grow", "amount"), &SpatialMaterial::set_grow);
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ClassDB::bind_method(D_METHOD("get_grow"), &SpatialMaterial::get_grow);
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ClassDB::bind_method(D_METHOD("set_ao_light_affect", "amount"), &SpatialMaterial::set_ao_light_affect);
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ClassDB::bind_method(D_METHOD("get_ao_light_affect"), &SpatialMaterial::get_ao_light_affect);
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ClassDB::bind_method(D_METHOD("set_alpha_scissor_threshold", "threshold"), &SpatialMaterial::set_alpha_scissor_threshold);
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ClassDB::bind_method(D_METHOD("get_alpha_scissor_threshold"), &SpatialMaterial::get_alpha_scissor_threshold);
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@ -1853,6 +1871,7 @@ void SpatialMaterial::_bind_methods() {
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ADD_GROUP("Ambient Occlusion", "ao_");
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_enabled"), "set_feature", "get_feature", FEATURE_AMBIENT_OCCLUSION);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "ao_light_affect", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ao_light_affect", "get_ao_light_affect");
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ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "ao_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_AMBIENT_OCCLUSION);
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ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_on_uv2"), "set_flag", "get_flag", FLAG_AO_ON_UV2);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "ao_texture_channel", PROPERTY_HINT_ENUM, "Red,Green,Blue,Alpha,Gray"), "set_ao_texture_channel", "get_ao_texture_channel");
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@ -2036,6 +2055,8 @@ SpatialMaterial::SpatialMaterial()
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set_distance_fade_min_distance(0);
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set_distance_fade_max_distance(10);
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set_ao_light_affect(0.0);
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set_metallic_texture_channel(TEXTURE_CHANNEL_RED);
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set_roughness_texture_channel(TEXTURE_CHANNEL_RED);
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set_ao_texture_channel(TEXTURE_CHANNEL_RED);
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@ -315,6 +315,7 @@ private:
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StringName proximity_fade_distance;
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StringName distance_fade_min;
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StringName distance_fade_max;
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StringName ao_light_affect;
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StringName metallic_texture_channel;
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StringName roughness_texture_channel;
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@ -358,6 +359,7 @@ private:
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float point_size;
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float alpha_scissor_threshold;
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bool grow_enabled;
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float ao_light_affect;
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float grow;
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int particles_anim_h_frames;
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int particles_anim_v_frames;
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@ -443,6 +445,9 @@ public:
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void set_rim_tint(float p_rim_tint);
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float get_rim_tint() const;
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void set_ao_light_affect(float p_ao_light_affect);
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float get_ao_light_affect() const;
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void set_clearcoat(float p_clearcoat);
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float get_clearcoat() const;
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@ -105,6 +105,7 @@ ShaderTypes::ShaderTypes() {
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TRANSMISSION"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["AO"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["AO_LIGHT_AFFECT"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
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shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
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