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https://github.com/Relintai/material-maker.git
synced 2024-12-23 21:16:54 +01:00
(last?) changes for 0.7
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@ -219,9 +219,9 @@ func update_spatial_material(m, file_prefix = null) -> void:
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m.set_shader_param("albedo", parameters.albedo_color)
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m.set_shader_param("texture_albedo", get_generated_texture("albedo", file_prefix))
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m.set_shader_param("metallic", parameters.metallic)
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m.set_shader_param("roughness", parameters.roughness)
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m.set_shader_param("texture_metallic", get_generated_texture("orm", file_prefix))
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m.set_shader_param("metallic_texture_channel", PoolRealArray([0.0, 0.0, 1.0, 0.0]))
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m.set_shader_param("roughness", parameters.roughness)
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m.set_shader_param("texture_roughness", get_generated_texture("orm", file_prefix))
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m.set_shader_param("roughness_texture_channel", PoolRealArray([0.0, 1.0, 0.0, 0.0]))
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m.set_shader_param("emission_energy", parameters.emission_energy)
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43
addons/material_maker/import_plugin/tesselated.shader
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43
addons/material_maker/import_plugin/tesselated.shader
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@ -0,0 +1,43 @@
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shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx,skip_vertex_transform;
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uniform vec4 albedo : hint_color;
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uniform sampler2D texture_albedo : hint_albedo;
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uniform float specular;
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uniform float metallic;
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uniform float roughness : hint_range(0,1);
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uniform float point_size : hint_range(0,128);
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uniform sampler2D texture_metallic : hint_white;
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uniform vec4 metallic_texture_channel;
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uniform sampler2D texture_roughness : hint_white;
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uniform vec4 roughness_texture_channel;
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uniform sampler2D texture_emission : hint_black_albedo;
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uniform vec4 emission : hint_color;
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uniform float emission_energy;
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uniform sampler2D texture_normal : hint_normal;
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uniform float normal_scale : hint_range(-16,16);
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uniform sampler2D texture_depth : hint_white;
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uniform float depth_scale : hint_range(0,1);
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uniform vec3 uv1_scale;
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uniform vec3 uv1_offset;
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uniform vec3 uv2_scale;
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uniform vec3 uv2_offset;
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void vertex() {
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VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX+NORMAL*depth_scale*(1.0-texture(texture_depth, UV).r), 1.0)).xyz;
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UV=UV*uv1_scale.xy+uv1_offset.xy;
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}
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void fragment() {
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vec2 base_uv = UV;
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vec4 albedo_tex = texture(texture_albedo,base_uv);
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ALBEDO = albedo.rgb * albedo_tex.rgb;
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float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
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METALLIC = metallic_tex * metallic;
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float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
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ROUGHNESS = roughness_tex * roughness;
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SPECULAR = specular;
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NORMALMAP = texture(texture_normal,base_uv).rgb;
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NORMALMAP_DEPTH = normal_scale;
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vec3 emission_tex = texture(texture_emission,base_uv).rgb;
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EMISSION = (emission.rgb+emission_tex)*emission_energy;
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}
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@ -6,17 +6,16 @@
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[ext_resource path="res://addons/material_maker/preview/panoramas/epping_forest_01.hdr" type="Texture" id=4]
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[ext_resource path="res://addons/material_maker/preview/panoramas/studio_sky.tres" type="Environment" id=5]
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[sub_resource type="PanoramaSky" id=2]
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[sub_resource type="PanoramaSky" id=3]
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resource_local_to_scene = true
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panorama = ExtResource( 2 )
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[sub_resource type="Environment" id=3]
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[sub_resource type="Environment" id=4]
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resource_local_to_scene = true
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background_mode = 2
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background_sky = SubResource( 2 )
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background_sky = SubResource( 3 )
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[sub_resource type="Animation" id=4]
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[sub_resource type="Animation" id=5]
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loop = true
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tracks/0/type = "value"
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tracks/0/path = NodePath("Objects:rotation_degrees")
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@ -31,27 +30,27 @@ tracks/0/keys = {
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"values": [ Vector3( 0, 0, 0 ), Vector3( 0, 360, 0 ) ]
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}
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[sub_resource type="PanoramaSky" id=5]
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[sub_resource type="PanoramaSky" id=1]
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resource_local_to_scene = true
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panorama = ExtResource( 4 )
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[sub_resource type="Environment" id=6]
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[sub_resource type="Environment" id=2]
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background_mode = 2
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background_sky = SubResource( 5 )
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background_sky = SubResource( 1 )
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background_energy = 1.5
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ambient_light_color = Color( 1, 1, 1, 1 )
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ambient_light_energy = 0.32
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tonemap_mode = 2
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tonemap_white = 16.0
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[sub_resource type="CylinderMesh" id=7]
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[sub_resource type="CylinderMesh" id=6]
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top_radius = 5.0
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bottom_radius = 5.0
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height = 0.5
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[sub_resource type="SpatialMaterial" id=8]
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[sub_resource type="SpatialMaterial" id=7]
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[sub_resource type="PlaneMesh" id=1]
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[sub_resource type="PlaneMesh" id=8]
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size = Vector2( 1000, 1000 )
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subdivide_width = 10
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subdivide_depth = 10
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@ -66,7 +65,7 @@ transform = Transform( 1, 0, 0, 0, 0.766044, 0.642788, 0, -0.642788, 0.766044, 0
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[node name="Camera" type="Camera" parent="CameraPivot"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 3.5 )
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environment = SubResource( 3 )
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environment = SubResource( 4 )
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current = true
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[node name="RemoteTransform" type="RemoteTransform" parent="CameraPivot/Camera"]
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@ -75,7 +74,7 @@ remote_path = NodePath("../../../../../../ProjectsPane/BackgroundPreview/Viewpor
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[node name="ObjectRotate" type="AnimationPlayer" parent="."]
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autoplay = "rotate"
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playback_speed = 0.1
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anims/rotate = SubResource( 4 )
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anims/rotate = SubResource( 5 )
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[node name="Environments" type="Spatial" parent="."]
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@ -83,7 +82,7 @@ anims/rotate = SubResource( 4 )
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editor/display_folded = true
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visible = false
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script = ExtResource( 3 )
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environment = SubResource( 6 )
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environment = SubResource( 2 )
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[node name="DirectionalLight" type="DirectionalLight" parent="Environments/Epping Forest"]
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transform = Transform( 0.976272, -0.0494319, -0.21083, 0.216548, 0.222856, 0.950496, -8.69534e-009, -0.973597, 0.228272, -5.08826, 21.6274, 5.3744 )
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@ -93,14 +92,14 @@ shadow_enabled = true
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[node name="MeshInstance" type="MeshInstance" parent="Environments/Epping Forest"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -3.3343, 0 )
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visible = false
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mesh = SubResource( 7 )
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material/0 = SubResource( 8 )
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mesh = SubResource( 6 )
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material/0 = SubResource( 7 )
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[node name="Moonless Golf" type="Spatial" parent="Environments"]
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editor/display_folded = true
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visible = false
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script = ExtResource( 3 )
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environment = SubResource( 3 )
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environment = SubResource( 4 )
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[node name="DirectionalLight" type="DirectionalLight" parent="Environments/Moonless Golf"]
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transform = Transform( 0.569388, 0.170928, 0.804103, 0.171359, -0.981336, 0.087263, 0.804011, 0.088104, -0.588051, 91.9658, 9.62053, -85.1176 )
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@ -118,5 +117,5 @@ shadow_enabled = true
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[node name="GroundPlane" type="MeshInstance" parent="Environments/Studio"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.05186, 0 )
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mesh = SubResource( 1 )
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mesh = SubResource( 8 )
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material/0 = null
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@ -1,6 +1,7 @@
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[gd_scene load_steps=17 format=2]
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[ext_resource path="res://rodz_labs_logo.png" type="Texture" id=1]
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[ext_resource path="res://addons/material_maker/import_plugin/tesselated.shader" type="Shader" id=2]
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[sub_resource type="CubeMesh" id=1]
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@ -47,70 +48,23 @@ size = Vector2( 12, 12 )
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albedo_texture = ExtResource( 1 )
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uv1_scale = Vector3( 4, 4, 4 )
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[sub_resource type="Shader" id=14]
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code = "shader_type spatial;
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render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx,skip_vertex_transform;
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uniform vec4 albedo : hint_color;
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uniform sampler2D texture_albedo : hint_albedo;
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uniform float specular;
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uniform float metallic;
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uniform float roughness : hint_range(0,1);
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uniform float point_size : hint_range(0,128);
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uniform sampler2D texture_metallic : hint_white;
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uniform vec4 metallic_texture_channel;
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uniform sampler2D texture_roughness : hint_white;
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uniform vec4 roughness_texture_channel;
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uniform sampler2D texture_emission : hint_black_albedo;
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uniform vec4 emission : hint_color;
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uniform float emission_energy;
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uniform sampler2D texture_normal : hint_normal;
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uniform float normal_scale : hint_range(-16,16);
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uniform sampler2D texture_depth : hint_white;
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uniform float depth_scale : hint_range(0,1);
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uniform vec3 uv1_scale;
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uniform vec3 uv1_offset;
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uniform vec3 uv2_scale;
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uniform vec3 uv2_offset;
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void vertex() {
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VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX+NORMAL*depth_scale*(1.0-texture(texture_depth, UV).r), 1.0)).xyz;
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UV=UV*uv1_scale.xy+uv1_offset.xy;
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}
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void fragment() {
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vec2 base_uv = UV;
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vec4 albedo_tex = texture(texture_albedo,base_uv);
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ALBEDO = albedo.rgb * albedo_tex.rgb;
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float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
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METALLIC = metallic_tex * metallic;
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float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
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ROUGHNESS = roughness_tex * roughness;
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SPECULAR = specular;
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NORMALMAP = texture(texture_normal,base_uv).rgb;
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NORMALMAP_DEPTH = normal_scale;
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vec3 emission_tex = texture(texture_emission,base_uv).rgb;
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EMISSION = (emission.rgb+emission_tex)*emission_energy;
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}
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"
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[sub_resource type="ShaderMaterial" id=15]
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shader = SubResource( 14 )
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shader = ExtResource( 2 )
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shader_param/albedo = Color( 1, 1, 1, 1 )
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shader_param/specular = 0.5
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shader_param/metallic = 0.0
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shader_param/roughness = 1.0
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shader_param/point_size = 1.0
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shader_param/metallic_texture_channel = Plane( 1, 0, 0, 0 )
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shader_param/roughness_texture_channel = Plane( 1, 0, 0, 0 )
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shader_param/metallic_texture_channel = Plane( 0, 0, 1, 0 )
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shader_param/roughness_texture_channel = Plane( 0, 1, 0, 0 )
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shader_param/emission = Color( 0, 0, 0, 1 )
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shader_param/emission_energy = 1.0
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shader_param/normal_scale = 1.0
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shader_param/depth_scale = null
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shader_param/normal_scale = null
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shader_param/depth_scale = 0.21
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shader_param/uv1_scale = Vector3( 1, 1, 1 )
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shader_param/uv1_offset = Vector3( 0, 0, 0 )
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shader_param/uv2_scale = Vector3( 1, 1, 1 )
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shader_param/uv2_offset = Vector3( 0, 0, 0 )
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shader_param/texture_albedo = ExtResource( 1 )
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[node name="Objects" type="Spatial"]
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transform = Transform( -0.685898, 0, 0.727691, 0, 1, 0, -0.727691, 0, -0.685898, 0, 0, 0 )
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File diff suppressed because one or more lines are too long
@ -184,7 +184,7 @@ boot_splash/image="res://rodz_labs_logo.png"
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boot_splash/fullsize=false
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boot_splash/bg_color=Color( 0.0901961, 0.0941176, 0.141176, 1 )
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config/icon="res://icon.png"
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config/release="0.7a1"
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config/release="0.7"
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[autoload]
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