Add SPECULAR_AMOUNT spatial light shader built-in

Light3D has a light_specular property which is used to set the
intensity of specular contributed by this light source, but it was
previously only used by the default material light shader, and not
possible to use in a custom light() shader.
This commit is contained in:
Johan Aires Rastén 2023-03-18 10:03:07 +01:00
parent 8c729f0f34
commit 8452e6cdb3
5 changed files with 5 additions and 1 deletions

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@ -771,7 +771,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, bool is_di
alpha = min(alpha, clamp(1.0 - attenuation, 0.0, 1.0));
#endif
#endif // LIGHT_CODE_USED
#endif // USE_LIGHT_SHADER_CODE
}
float get_omni_spot_attenuation(float distance, float inv_range, float decay) {

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@ -1660,6 +1660,7 @@ MaterialStorage::MaterialStorage() {
//for light
actions.renames["VIEW"] = "view";
actions.renames["SPECULAR_AMOUNT"] = "specular_amount";
actions.renames["LIGHT_COLOR"] = "light_color";
actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
actions.renames["LIGHT"] = "light";

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@ -641,6 +641,7 @@ void SceneShaderForwardClustered::init(const String p_defines) {
//for light
actions.renames["VIEW"] = "view";
actions.renames["SPECULAR_AMOUNT"] = "specular_amount";
actions.renames["LIGHT_COLOR"] = "light_color";
actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
actions.renames["LIGHT"] = "light";

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@ -531,6 +531,7 @@ void SceneShaderForwardMobile::init(const String p_defines) {
//for light
actions.renames["VIEW"] = "view";
actions.renames["SPECULAR_AMOUNT"] = "specular_amount";
actions.renames["LIGHT_COLOR"] = "light_color";
actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
actions.renames["LIGHT"] = "light";

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@ -187,6 +187,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_AMOUNT"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_IS_DIRECTIONAL"] = constt(ShaderLanguage::TYPE_BOOL);