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https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
Added support for shader materials and added a tesselated sphere in preview shapes
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@ -2,8 +2,6 @@ tool
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extends MMGenBase
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class_name MMGenMaterial
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var texture_list
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var material : SpatialMaterial
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var generated_textures = {}
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@ -25,8 +23,7 @@ const TEXTURE_SIZE_MAX = 12 # 4096x4096
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const TEXTURE_SIZE_DEFAULT = 10 # 1024x1024
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func _ready() -> void:
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texture_list = TEXTURE_LIST
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for t in texture_list:
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for t in TEXTURE_LIST:
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generated_textures[t.texture] = null
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material = SpatialMaterial.new()
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@ -82,12 +79,19 @@ func set_parameter(p, v) -> void:
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update_preview()
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func source_changed(input_index : int) -> void:
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for t in TEXTURE_LIST:
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if t.has("port") and t.port == input_index:
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generated_textures[t.texture] = null
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elif t.has("ports") and t.ports.has(input_index):
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generated_textures[t.texture] = null
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update_preview()
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func render_textures(renderer : MMGenRenderer) -> void:
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for t in texture_list:
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for t in TEXTURE_LIST:
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var texture = null
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if t.has("port"):
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if generated_textures[t.texture] != null:
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continue
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var source = get_source(t.port)
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if source != null:
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var result = source.generator.render(source.output_index, renderer, get_image_size())
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@ -152,55 +156,71 @@ func get_generated_texture(slot, file_prefix = null) -> ImageTexture:
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func update_spatial_material(m, file_prefix = null) -> void:
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var texture
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# Make the material double-sided for better visiblity in the preview
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m.params_cull_mode = SpatialMaterial.CULL_DISABLED
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m.albedo_color = parameters.albedo_color
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m.albedo_texture = get_generated_texture("albedo", file_prefix)
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m.metallic = parameters.metallic
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m.roughness = parameters.roughness
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# Metallic
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texture = get_generated_texture("orm", file_prefix)
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m.metallic_texture = texture
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m.metallic_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_BLUE
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# Roughness
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m.roughness_texture = texture
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m.roughness_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_GREEN
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# Emission
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texture = get_generated_texture("emission", file_prefix)
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if texture != null:
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m.emission_enabled = true
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m.emission_energy = parameters.emission_energy
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m.emission_texture = texture
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if m is SpatialMaterial:
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# Make the material double-sided for better visiblity in the preview
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m.params_cull_mode = SpatialMaterial.CULL_DISABLED
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m.albedo_color = parameters.albedo_color
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m.albedo_texture = get_generated_texture("albedo", file_prefix)
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m.metallic = parameters.metallic
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m.roughness = parameters.roughness
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# Metallic
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texture = get_generated_texture("orm", file_prefix)
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m.metallic_texture = texture
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m.metallic_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_BLUE
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# Roughness
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m.roughness_texture = texture
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m.roughness_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_GREEN
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# Emission
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texture = get_generated_texture("emission", file_prefix)
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if texture != null:
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m.emission_enabled = true
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m.emission_energy = parameters.emission_energy
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m.emission_texture = texture
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else:
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m.emission_enabled = false
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# Normal map
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texture = get_generated_texture("normal_texture", file_prefix)
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if texture != null:
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m.normal_enabled = true
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m.normal_texture = texture
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else:
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m.normal_enabled = false
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# Ambient occlusion
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if get_source(5) != null:
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m.ao_enabled = true
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m.ao_light_affect = parameters.ao_light_affect
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m.ao_texture = m.metallic_texture
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m.ao_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_RED
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else:
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m.ao_enabled = false
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# Depth
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texture = get_generated_texture("depth_texture", file_prefix)
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if texture != null:
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m.depth_enabled = true
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m.depth_deep_parallax = true
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m.depth_scale = parameters.depth_scale * 0.2
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m.depth_texture = texture
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else:
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m.depth_enabled = false
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else:
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m.emission_enabled = false
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# Normal map
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texture = get_generated_texture("normal_texture", file_prefix)
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if texture != null:
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m.normal_enabled = true
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m.normal_texture = texture
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else:
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m.normal_enabled = false
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# Ambient occlusion
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if get_source(5) != null:
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m.ao_enabled = true
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m.ao_light_affect = parameters.ao_light_affect
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m.ao_texture = m.metallic_texture
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m.ao_texture_channel = SpatialMaterial.TEXTURE_CHANNEL_RED
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else:
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m.ao_enabled = false
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# Depth
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texture = get_generated_texture("depth_texture", file_prefix)
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if texture != null:
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m.depth_enabled = true
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m.depth_deep_parallax = true
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m.depth_scale = parameters.depth_scale * 0.2
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m.depth_texture = texture
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else:
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m.depth_enabled = false
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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("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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m.set_shader_param("texture_emission", get_generated_texture("emission", file_prefix))
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m.set_shader_param("normal_scale", parameters.normal_scale)
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m.set_shader_param("texture_normal", get_generated_texture("normal_texture", file_prefix))
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m.set_shader_param("depth_scale", parameters.depth_scale * 0.2)
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m.set_shader_param("texture_depth", get_generated_texture("depth_texture", file_prefix))
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func export_textures(prefix, editor_interface = null) -> SpatialMaterial:
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for t in texture_list:
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for t in TEXTURE_LIST:
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var texture = generated_textures[t.texture]
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if texture != null:
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var image = texture.get_data()
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@ -1,4 +1,4 @@
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[gd_scene load_steps=13 format=2]
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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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@ -17,6 +17,8 @@ uv1_scale = Vector3( 2, 2, 2 )
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[sub_resource type="SphereMesh" id=5]
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radius = 1.5
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height = 3.0
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radial_segments = 512
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rings = 256
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[sub_resource type="SpatialMaterial" id=6]
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albedo_texture = ExtResource( 1 )
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@ -26,23 +28,95 @@ albedo_texture = ExtResource( 1 )
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uv1_scale = Vector3( 2, 2, 2 )
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uv1_offset = Vector3( 0, 0.5, 0 )
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[sub_resource type="PlaneMesh" id=8]
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size = Vector2( 3, 3 )
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[sub_resource type="PrismMesh" id=8]
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[sub_resource type="SpatialMaterial" id=9]
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albedo_texture = ExtResource( 1 )
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uv1_scale = Vector3( 3, 2, 2 )
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[sub_resource type="PlaneMesh" id=10]
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size = Vector2( 12, 12 )
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size = Vector2( 3, 3 )
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[sub_resource type="SpatialMaterial" id=11]
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albedo_texture = ExtResource( 1 )
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[sub_resource type="PlaneMesh" id=12]
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size = Vector2( 12, 12 )
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[sub_resource type="SpatialMaterial" id=13]
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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_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/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/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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[node name="Cube" type="MeshInstance" parent="."]
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visible = false
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mesh = SubResource( 1 )
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material/0 = SubResource( 2 )
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@ -61,12 +135,22 @@ visible = false
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mesh = SubResource( 5 )
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material/0 = SubResource( 7 )
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[node name="Quad" type="MeshInstance" parent="."]
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[node name="Prism" type="MeshInstance" parent="."]
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visible = false
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mesh = SubResource( 8 )
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material/0 = SubResource( 9 )
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[node name="Plane" type="MeshInstance" parent="."]
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[node name="Quad" type="MeshInstance" parent="."]
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visible = false
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mesh = SubResource( 10 )
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material/0 = SubResource( 11 )
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[node name="Plane" type="MeshInstance" parent="."]
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visible = false
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mesh = SubResource( 12 )
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material/0 = SubResource( 13 )
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[node name="SphereTess" type="MeshInstance" parent="."]
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visible = false
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mesh = SubResource( 5 )
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material/0 = SubResource( 15 )
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