120 lines
3.5 KiB
Plaintext
120 lines
3.5 KiB
Plaintext
/*
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Shader from Godot Shaders - the free shader library.
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godotshaders.com/shader/god-rays
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Feel free to use, improve and change this shader according to your needs
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and consider sharing the modified result on godotshaders.com.
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*/
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shader_type canvas_item;
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
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uniform float angle : hint_range(-5, 5) = -0.3;
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uniform float position = -0.2;
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uniform float spread : hint_range(0.0, 1.0) = 0.5;
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uniform float cutoff : hint_range(-1.0, 1.0) = 0.1;
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uniform float falloff : hint_range(0.0, 2.0) = 0.2;
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uniform float edge_fade : hint_range(0.0, 1.0) = 0.15;
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uniform float speed = 1.0;
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uniform float ray1_density = 8.0;
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uniform float ray2_density = 30.0;
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uniform float ray2_intensity : hint_range(0.0, 1.0) = 0.3;
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uniform vec4 color : source_color = vec4(1.0, 0.9, 0.65, 0.8);
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uniform bool hdr = false;
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uniform float seed = 5.0;
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// Random and noise functions from Book of Shader's chapter on Noise.
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float random(vec2 _uv) {
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_uv += min(TIME,0.0);
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return fract(sin(dot(_uv.xy,
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vec2(12.9898, 78.233))) *
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43758.5453123);
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}
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float noise (in vec2 uv) {
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vec2 i = floor(uv);
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vec2 f = fract(uv);
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// Four corners in 2D of a tile
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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// Smooth Interpolation
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// Cubic Hermine Curve. Same as SmoothStep()
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vec2 u = f * f * (3.0-2.0 * f);
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// Mix 4 coorners percentages
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return mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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mat2 rotate(float _angle){
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return mat2(vec2(cos(_angle), -sin(_angle)),
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vec2(sin(_angle), cos(_angle)));
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}
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vec4 screen(vec4 base, vec4 blend){
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return 1.0 - (1.0 - base) * (1.0 - blend);
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}
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float custom_smooth_step(float limit1, float limit2, float x) {
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if (x <= limit1) {
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return 0.0;
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} else if (x >= limit2) {
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return 1.0;
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}
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return (limit1 + x) / (limit1 + limit2);
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}
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void fragment()
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{
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// Rotate, skew and move the UVs
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vec2 transformed_uv = ( rotate(angle) * (UV - position) ) / ( (UV.y + spread) - (UV.y * spread) );
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// Animate the ray according the the new transformed UVs
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vec2 ray1 = vec2(transformed_uv.x * ray1_density + sin(TIME * 0.1 * speed) * (ray1_density * 0.2) + seed, 1.0);
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vec2 ray2 = vec2(transformed_uv.x * ray2_density + sin(TIME * 0.2 * speed) * (ray1_density * 0.2) + seed, 1.0);
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// Cut off the ray's edges
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float cut = step(cutoff, transformed_uv.x) * step(cutoff, 1.0 - transformed_uv.x);
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ray1 *= cut;
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ray2 *= cut;
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// Apply the noise pattern (i.e. create the rays)
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float rays;
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if (hdr){
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// This is not really HDR, but check this to not clamp the two merged rays making
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// their values go over 1.0. Can make for some nice effect
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rays = noise(ray1) + (noise(ray2) * ray2_intensity);
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}
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else{
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rays = clamp(noise(ray1) + (noise(ray2) * ray2_intensity), 0., 1.);
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}
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// Fade out edges
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rays *= custom_smooth_step(0.0, falloff, (1.0 - UV.y)); // Bottom
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rays *= smoothstep(0.0 + cutoff, edge_fade + cutoff, transformed_uv.x); // Left
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rays *= smoothstep(0.0 + cutoff, edge_fade + cutoff, 1.0 - transformed_uv.x); // Right
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// Color to the rays
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vec3 shine = vec3(rays) * color.rgb;
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// Try different blending modes for a nicer effect. "Screen" is included in the code,
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// but take a look at https://godotshaders.com/snippet/blending-modes/ for more.
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// With "Screen" blend mode:
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shine = screen(texture(SCREEN_TEXTURE, SCREEN_UV), vec4(color)).rgb;
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COLOR = vec4(shine, rays * color.a);
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}
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