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authormikatomik <mikec_2007@hotmail.com>2022-07-19 07:24:13 -0400
committermikatomik <mikec_2007@hotmail.com>2022-08-27 08:09:41 -0400
commitff5e9214e671af7a7c7c238207e5d6086eba2936 (patch)
treeedd30e28055535583ebb07825b1c8b34e203f161 /custom_shaders
parent44e739bb05542d1249ccf8388bd15b3f0b052e0c (diff)
downloadproject-s-ff5e9214e671af7a7c7c238207e5d6086eba2936.tar.gz
project-s-ff5e9214e671af7a7c7c238207e5d6086eba2936.zip
Add generic testing map
Initial version of shipyard map implemented for testing. Base_char mesh and goo-gun meshes property "use in baked light" set to true during experiment with GI probes for global illumination. Label added to view model to display in-game FPS. Main camera "far" property turned up to 500 so the whole map can be drawn. General purpose liquid shader added for use as water in shipyard_map. World default environment updated for visual quality. Shader_Compiler.gd implemented to combat stuttering when compiling shaders on the fly. This may be obsolete with the release of Godot 3.5 that introduced async compilation. Signed-off-by: mikatomik <mikec_2007@hotmail.com>
Diffstat (limited to 'custom_shaders')
-rw-r--r--custom_shaders/liquid.gdshader28
1 files changed, 28 insertions, 0 deletions
diff --git a/custom_shaders/liquid.gdshader b/custom_shaders/liquid.gdshader
new file mode 100644
index 0000000..b5b913b
--- /dev/null
+++ b/custom_shaders/liquid.gdshader
@@ -0,0 +1,28 @@
+shader_type spatial;
+
+//frag shader variables
+uniform vec4 albedo : hint_color;
+uniform float alpha : hint_range(0.0, 1.0);
+uniform float normal_speed : hint_range(0.0, 1.0);
+uniform float normal_map_scale : hint_range(0.0, 10.0);
+uniform float roughness : hint_range(0.0, 1.0);
+uniform sampler2D normal : hint_normal;
+
+//Vertex shader variables
+uniform float wave_speed : hint_range(0.0, 10.0);
+uniform float wave_height : hint_range(0.0, 10.0);
+
+
+void fragment(){
+
+ vec2 moving_uv = UV + (TIME * normal_speed);
+
+ ALBEDO = albedo.rgb;
+ ALPHA = alpha;
+ ROUGHNESS = roughness;
+ NORMALMAP = texture(normal, moving_uv * normal_map_scale).xyz;
+}
+
+void vertex() {
+ VERTEX.y = sin(TIME + VERTEX.x * wave_speed) * wave_height;
+} \ No newline at end of file