Bläddra i källkod

Merge pull request #43746 from CaptainProton42/master

Vulkan: Implement triplanar mapping in world space
Rémi Verschelde 4 år sedan
förälder
incheckning
cba3b024b5
1 ändrade filer med 14 tillägg och 4 borttagningar
  1. 14 4
      scene/resources/material.cpp

+ 14 - 4
scene/resources/material.cpp

@@ -829,16 +829,26 @@ void BaseMaterial3D::_update_shader() {
 	}
 
 	if (flags[FLAG_UV1_USE_TRIPLANAR]) {
-		code += "\tuv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";
+		if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
+			code += "\tuv1_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n";
+			code += "\tuv1_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n";
+		} else {
+			code += "\tuv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";
+			code += "\tuv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n";
+		}
 		code += "\tuv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n";
-		code += "\tuv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n";
 		code += "\tuv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
 	}
 
 	if (flags[FLAG_UV2_USE_TRIPLANAR]) {
-		code += "\tuv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";
+		if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) {
+			code += "\tuv2_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n";
+			code += "\tuv2_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n";
+		} else {
+			code += "\tuv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";
+			code += "\tuv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n";
+		}
 		code += "\tuv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n";
-		code += "\tuv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n";
 		code += "\tuv2_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
 	}