mirror of
https://github.com/jcreek/CosmicClash.git
synced 2026-09-11 08:23:45 +00:00
6f5ce488a9
Replace NebulaDust's flat unshaded glow material with a custom ShaderMaterial: a fake per-pixel puff normal on the billboarded quad feeds a light() override so motes catch the directional light and a nebula-core color bias, alpha gets a depth-texture soft-particle fade so motes no longer hard-clip through boundary/decoration geometry, and a per-particle hash adds subtle sparkle.
53 lines
2.1 KiB
Plaintext
53 lines
2.1 KiB
Plaintext
shader_type spatial;
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render_mode blend_mix, depth_draw_never, cull_disabled, specular_disabled;
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uniform sampler2D albedo_tex : source_color;
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uniform sampler2D depth_tex : hint_depth_texture, filter_linear_mipmap;
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uniform vec3 core_bias_color : source_color = vec3(1.0, 0.6, 0.85);
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uniform float core_bias_amount : hint_range(0.0, 1.0) = 0.35;
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uniform float emission_strength : hint_range(0.0, 5.0) = 2.5;
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uniform float soft_fade_distance : hint_range(0.0, 5.0) = 1.0;
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varying float v_flicker;
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void vertex() {
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// true billboard: strip rotation from the per-instance modelview, keep translation + scale
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mat4 mv = MODELVIEW_MATRIX;
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mv[0].xyz = vec3(length(mv[0].xyz), 0.0, 0.0);
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mv[1].xyz = vec3(0.0, length(mv[1].xyz), 0.0);
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mv[2].xyz = vec3(0.0, 0.0, length(mv[2].xyz));
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VERTEX = (mv * vec4(VERTEX, 1.0)).xyz;
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// INSTANCE_CUSTOM.x is GPUParticles3D's per-particle random seed, baked at spawn
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float seed = INSTANCE_CUSTOM.x;
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float flicker_hash = fract(sin((seed + floor(TIME * 6.0)) * 127.1) * 43758.5453);
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v_flicker = 0.85 + 0.15 * flicker_hash;
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}
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void fragment() {
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// fake a puff/sphere normal from local UV so a camera-facing billboard can still catch directional light;
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// the quad is billboarded to face the camera in vertex(), so this normal is already view-space aligned
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vec2 centered = UV * 2.0 - 1.0;
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float r2 = dot(centered, centered);
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float mask = clamp(1.0 - r2, 0.0, 1.0);
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NORMAL = normalize(vec3(centered, sqrt(max(mask, 0.001))));
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vec4 tex = texture(albedo_tex, UV);
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ALBEDO = tex.rgb * mix(vec3(1.0), core_bias_color, core_bias_amount);
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EMISSION = core_bias_color * tex.rgb * emission_strength * 0.15;
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ALPHA = tex.a * COLOR.a * mask;
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float raw_depth = texture(depth_tex, SCREEN_UV).r;
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vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, raw_depth);
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vec4 view_pos = INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
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view_pos.xyz /= view_pos.w;
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float scene_depth = -view_pos.z;
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float particle_depth = -VERTEX.z;
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ALPHA *= clamp((scene_depth - particle_depth) / soft_fade_distance, 0.0, 1.0);
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}
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void light() {
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float ndotl = clamp(dot(NORMAL, LIGHT), 0.0, 1.0);
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DIFFUSE_LIGHT += LIGHT_COLOR * ndotl * ALBEDO * emission_strength * v_flicker * ATTENUATION;
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}
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