sky_material.cpp 31 KB

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  1. /*************************************************************************/
  2. /* sky_material.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "sky_material.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/version.h"
  33. Mutex ProceduralSkyMaterial::shader_mutex;
  34. RID ProceduralSkyMaterial::shader;
  35. void ProceduralSkyMaterial::set_sky_top_color(const Color &p_sky_top) {
  36. sky_top_color = p_sky_top;
  37. RS::get_singleton()->material_set_param(_get_material(), "sky_top_color", sky_top_color);
  38. }
  39. Color ProceduralSkyMaterial::get_sky_top_color() const {
  40. return sky_top_color;
  41. }
  42. void ProceduralSkyMaterial::set_sky_horizon_color(const Color &p_sky_horizon) {
  43. sky_horizon_color = p_sky_horizon;
  44. RS::get_singleton()->material_set_param(_get_material(), "sky_horizon_color", sky_horizon_color);
  45. }
  46. Color ProceduralSkyMaterial::get_sky_horizon_color() const {
  47. return sky_horizon_color;
  48. }
  49. void ProceduralSkyMaterial::set_sky_curve(float p_curve) {
  50. sky_curve = p_curve;
  51. RS::get_singleton()->material_set_param(_get_material(), "sky_curve", sky_curve);
  52. }
  53. float ProceduralSkyMaterial::get_sky_curve() const {
  54. return sky_curve;
  55. }
  56. void ProceduralSkyMaterial::set_sky_energy_multiplier(float p_multiplier) {
  57. sky_energy_multiplier = p_multiplier;
  58. RS::get_singleton()->material_set_param(_get_material(), "sky_energy", sky_energy_multiplier);
  59. }
  60. float ProceduralSkyMaterial::get_sky_energy_multiplier() const {
  61. return sky_energy_multiplier;
  62. }
  63. void ProceduralSkyMaterial::set_sky_cover(const Ref<Texture2D> &p_sky_cover) {
  64. sky_cover = p_sky_cover;
  65. RID tex_rid = p_sky_cover.is_valid() ? p_sky_cover->get_rid() : RID();
  66. RS::get_singleton()->material_set_param(_get_material(), "sky_cover", tex_rid);
  67. }
  68. Ref<Texture2D> ProceduralSkyMaterial::get_sky_cover() const {
  69. return sky_cover;
  70. }
  71. void ProceduralSkyMaterial::set_sky_cover_modulate(const Color &p_sky_cover_modulate) {
  72. sky_cover_modulate = p_sky_cover_modulate;
  73. RS::get_singleton()->material_set_param(_get_material(), "sky_cover_modulate", sky_cover_modulate);
  74. }
  75. Color ProceduralSkyMaterial::get_sky_cover_modulate() const {
  76. return sky_cover_modulate;
  77. }
  78. void ProceduralSkyMaterial::set_ground_bottom_color(const Color &p_ground_bottom) {
  79. ground_bottom_color = p_ground_bottom;
  80. RS::get_singleton()->material_set_param(_get_material(), "ground_bottom_color", ground_bottom_color);
  81. }
  82. Color ProceduralSkyMaterial::get_ground_bottom_color() const {
  83. return ground_bottom_color;
  84. }
  85. void ProceduralSkyMaterial::set_ground_horizon_color(const Color &p_ground_horizon) {
  86. ground_horizon_color = p_ground_horizon;
  87. RS::get_singleton()->material_set_param(_get_material(), "ground_horizon_color", ground_horizon_color);
  88. }
  89. Color ProceduralSkyMaterial::get_ground_horizon_color() const {
  90. return ground_horizon_color;
  91. }
  92. void ProceduralSkyMaterial::set_ground_curve(float p_curve) {
  93. ground_curve = p_curve;
  94. RS::get_singleton()->material_set_param(_get_material(), "ground_curve", ground_curve);
  95. }
  96. float ProceduralSkyMaterial::get_ground_curve() const {
  97. return ground_curve;
  98. }
  99. void ProceduralSkyMaterial::set_ground_energy_multiplier(float p_multiplier) {
  100. ground_energy_multiplier = p_multiplier;
  101. RS::get_singleton()->material_set_param(_get_material(), "ground_energy", ground_energy_multiplier);
  102. }
  103. float ProceduralSkyMaterial::get_ground_energy_multiplier() const {
  104. return ground_energy_multiplier;
  105. }
  106. void ProceduralSkyMaterial::set_sun_angle_max(float p_angle) {
  107. sun_angle_max = p_angle;
  108. RS::get_singleton()->material_set_param(_get_material(), "sun_angle_max", Math::deg_to_rad(sun_angle_max));
  109. }
  110. float ProceduralSkyMaterial::get_sun_angle_max() const {
  111. return sun_angle_max;
  112. }
  113. void ProceduralSkyMaterial::set_sun_curve(float p_curve) {
  114. sun_curve = p_curve;
  115. RS::get_singleton()->material_set_param(_get_material(), "sun_curve", sun_curve);
  116. }
  117. float ProceduralSkyMaterial::get_sun_curve() const {
  118. return sun_curve;
  119. }
  120. void ProceduralSkyMaterial::set_use_debanding(bool p_use_debanding) {
  121. use_debanding = p_use_debanding;
  122. RS::get_singleton()->material_set_param(_get_material(), "use_debanding", use_debanding);
  123. }
  124. bool ProceduralSkyMaterial::get_use_debanding() const {
  125. return use_debanding;
  126. }
  127. Shader::Mode ProceduralSkyMaterial::get_shader_mode() const {
  128. return Shader::MODE_SKY;
  129. }
  130. RID ProceduralSkyMaterial::get_rid() const {
  131. _update_shader();
  132. if (!shader_set) {
  133. RS::get_singleton()->material_set_shader(_get_material(), shader);
  134. shader_set = true;
  135. }
  136. return _get_material();
  137. }
  138. RID ProceduralSkyMaterial::get_shader_rid() const {
  139. _update_shader();
  140. return shader;
  141. }
  142. void ProceduralSkyMaterial::_validate_property(PropertyInfo &p_property) const {
  143. if ((p_property.name == "sky_luminance" || p_property.name == "ground_luminance") && !GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
  144. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  145. }
  146. }
  147. void ProceduralSkyMaterial::_bind_methods() {
  148. ClassDB::bind_method(D_METHOD("set_sky_top_color", "color"), &ProceduralSkyMaterial::set_sky_top_color);
  149. ClassDB::bind_method(D_METHOD("get_sky_top_color"), &ProceduralSkyMaterial::get_sky_top_color);
  150. ClassDB::bind_method(D_METHOD("set_sky_horizon_color", "color"), &ProceduralSkyMaterial::set_sky_horizon_color);
  151. ClassDB::bind_method(D_METHOD("get_sky_horizon_color"), &ProceduralSkyMaterial::get_sky_horizon_color);
  152. ClassDB::bind_method(D_METHOD("set_sky_curve", "curve"), &ProceduralSkyMaterial::set_sky_curve);
  153. ClassDB::bind_method(D_METHOD("get_sky_curve"), &ProceduralSkyMaterial::get_sky_curve);
  154. ClassDB::bind_method(D_METHOD("set_sky_energy_multiplier", "multiplier"), &ProceduralSkyMaterial::set_sky_energy_multiplier);
  155. ClassDB::bind_method(D_METHOD("get_sky_energy_multiplier"), &ProceduralSkyMaterial::get_sky_energy_multiplier);
  156. ClassDB::bind_method(D_METHOD("set_sky_cover", "sky_cover"), &ProceduralSkyMaterial::set_sky_cover);
  157. ClassDB::bind_method(D_METHOD("get_sky_cover"), &ProceduralSkyMaterial::get_sky_cover);
  158. ClassDB::bind_method(D_METHOD("set_sky_cover_modulate", "color"), &ProceduralSkyMaterial::set_sky_cover_modulate);
  159. ClassDB::bind_method(D_METHOD("get_sky_cover_modulate"), &ProceduralSkyMaterial::get_sky_cover_modulate);
  160. ClassDB::bind_method(D_METHOD("set_ground_bottom_color", "color"), &ProceduralSkyMaterial::set_ground_bottom_color);
  161. ClassDB::bind_method(D_METHOD("get_ground_bottom_color"), &ProceduralSkyMaterial::get_ground_bottom_color);
  162. ClassDB::bind_method(D_METHOD("set_ground_horizon_color", "color"), &ProceduralSkyMaterial::set_ground_horizon_color);
  163. ClassDB::bind_method(D_METHOD("get_ground_horizon_color"), &ProceduralSkyMaterial::get_ground_horizon_color);
  164. ClassDB::bind_method(D_METHOD("set_ground_curve", "curve"), &ProceduralSkyMaterial::set_ground_curve);
  165. ClassDB::bind_method(D_METHOD("get_ground_curve"), &ProceduralSkyMaterial::get_ground_curve);
  166. ClassDB::bind_method(D_METHOD("set_ground_energy_multiplier", "energy"), &ProceduralSkyMaterial::set_ground_energy_multiplier);
  167. ClassDB::bind_method(D_METHOD("get_ground_energy_multiplier"), &ProceduralSkyMaterial::get_ground_energy_multiplier);
  168. ClassDB::bind_method(D_METHOD("set_sun_angle_max", "degrees"), &ProceduralSkyMaterial::set_sun_angle_max);
  169. ClassDB::bind_method(D_METHOD("get_sun_angle_max"), &ProceduralSkyMaterial::get_sun_angle_max);
  170. ClassDB::bind_method(D_METHOD("set_sun_curve", "curve"), &ProceduralSkyMaterial::set_sun_curve);
  171. ClassDB::bind_method(D_METHOD("get_sun_curve"), &ProceduralSkyMaterial::get_sun_curve);
  172. ClassDB::bind_method(D_METHOD("set_use_debanding", "use_debanding"), &ProceduralSkyMaterial::set_use_debanding);
  173. ClassDB::bind_method(D_METHOD("get_use_debanding"), &ProceduralSkyMaterial::get_use_debanding);
  174. ADD_GROUP("Sky", "sky_");
  175. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_top_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_sky_top_color", "get_sky_top_color");
  176. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_horizon_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_sky_horizon_color", "get_sky_horizon_color");
  177. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_curve", PROPERTY_HINT_EXP_EASING), "set_sky_curve", "get_sky_curve");
  178. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_energy_multiplier", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sky_energy_multiplier", "get_sky_energy_multiplier");
  179. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "sky_cover", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_sky_cover", "get_sky_cover");
  180. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_cover_modulate"), "set_sky_cover_modulate", "get_sky_cover_modulate");
  181. ADD_GROUP("Ground", "ground_");
  182. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_bottom_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_bottom_color", "get_ground_bottom_color");
  183. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_horizon_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_horizon_color", "get_ground_horizon_color");
  184. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_curve", PROPERTY_HINT_EXP_EASING), "set_ground_curve", "get_ground_curve");
  185. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ground_energy_multiplier", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_ground_energy_multiplier", "get_ground_energy_multiplier");
  186. ADD_GROUP("Sun", "sun_");
  187. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_angle_max", PROPERTY_HINT_RANGE, "0,360,0.01,degrees"), "set_sun_angle_max", "get_sun_angle_max");
  188. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_curve", PROPERTY_HINT_EXP_EASING), "set_sun_curve", "get_sun_curve");
  189. ADD_GROUP("", "");
  190. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_debanding"), "set_use_debanding", "get_use_debanding");
  191. }
  192. void ProceduralSkyMaterial::cleanup_shader() {
  193. if (shader.is_valid()) {
  194. RS::get_singleton()->free(shader);
  195. }
  196. }
  197. void ProceduralSkyMaterial::_update_shader() {
  198. shader_mutex.lock();
  199. if (shader.is_null()) {
  200. shader = RS::get_singleton()->shader_create();
  201. // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
  202. RS::get_singleton()->shader_set_code(shader, R"(
  203. // NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s ProceduralSkyMaterial.
  204. shader_type sky;
  205. uniform vec4 sky_top_color : source_color = vec4(0.385, 0.454, 0.55, 1.0);
  206. uniform vec4 sky_horizon_color : source_color = vec4(0.646, 0.656, 0.67, 1.0);
  207. uniform float sky_curve : hint_range(0, 1) = 0.15;
  208. uniform float sky_energy = 1.0; // In Lux.
  209. uniform sampler2D sky_cover : source_color, hint_default_black;
  210. uniform vec4 sky_cover_modulate : source_color = vec4(1.0, 1.0, 1.0, 1.0);
  211. uniform vec4 ground_bottom_color : source_color = vec4(0.2, 0.169, 0.133, 1.0);
  212. uniform vec4 ground_horizon_color : source_color = vec4(0.646, 0.656, 0.67, 1.0);
  213. uniform float ground_curve : hint_range(0, 1) = 0.02;
  214. uniform float ground_energy = 1.0;
  215. uniform float sun_angle_max = 30.0;
  216. uniform float sun_curve : hint_range(0, 1) = 0.15;
  217. uniform bool use_debanding = true;
  218. // https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
  219. vec3 interleaved_gradient_noise(vec2 pos) {
  220. const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
  221. float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0;
  222. return vec3(res, -res, res) / 255.0;
  223. }
  224. void sky() {
  225. float v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0));
  226. float c = (1.0 - v_angle / (PI * 0.5));
  227. vec3 sky = mix(sky_horizon_color.rgb, sky_top_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / sky_curve), 0.0, 1.0));
  228. sky *= sky_energy;
  229. if (LIGHT0_ENABLED) {
  230. float sun_angle = acos(dot(LIGHT0_DIRECTION, EYEDIR));
  231. if (sun_angle < LIGHT0_SIZE) {
  232. sky = LIGHT0_COLOR * LIGHT0_ENERGY;
  233. } else if (sun_angle < sun_angle_max) {
  234. float c2 = (sun_angle - LIGHT0_SIZE) / (sun_angle_max - LIGHT0_SIZE);
  235. sky = mix(LIGHT0_COLOR * LIGHT0_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));
  236. }
  237. }
  238. if (LIGHT1_ENABLED) {
  239. float sun_angle = acos(dot(LIGHT1_DIRECTION, EYEDIR));
  240. if (sun_angle < LIGHT1_SIZE) {
  241. sky = LIGHT1_COLOR * LIGHT1_ENERGY;
  242. } else if (sun_angle < sun_angle_max) {
  243. float c2 = (sun_angle - LIGHT1_SIZE) / (sun_angle_max - LIGHT1_SIZE);
  244. sky = mix(LIGHT1_COLOR * LIGHT1_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));
  245. }
  246. }
  247. if (LIGHT2_ENABLED) {
  248. float sun_angle = acos(dot(LIGHT2_DIRECTION, EYEDIR));
  249. if (sun_angle < LIGHT2_SIZE) {
  250. sky = LIGHT2_COLOR * LIGHT2_ENERGY;
  251. } else if (sun_angle < sun_angle_max) {
  252. float c2 = (sun_angle - LIGHT2_SIZE) / (sun_angle_max - LIGHT2_SIZE);
  253. sky = mix(LIGHT2_COLOR * LIGHT2_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));
  254. }
  255. }
  256. if (LIGHT3_ENABLED) {
  257. float sun_angle = acos(dot(LIGHT3_DIRECTION, EYEDIR));
  258. if (sun_angle < LIGHT3_SIZE) {
  259. sky = LIGHT3_COLOR * LIGHT3_ENERGY;
  260. } else if (sun_angle < sun_angle_max) {
  261. float c2 = (sun_angle - LIGHT3_SIZE) / (sun_angle_max - LIGHT3_SIZE);
  262. sky = mix(LIGHT3_COLOR * LIGHT3_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));
  263. }
  264. }
  265. vec4 sky_cover_texture = texture(sky_cover, SKY_COORDS);
  266. sky += (sky_cover_texture.rgb * sky_cover_modulate.rgb) * sky_cover_texture.a * sky_cover_modulate.a * sky_energy;
  267. c = (v_angle - (PI * 0.5)) / (PI * 0.5);
  268. vec3 ground = mix(ground_horizon_color.rgb, ground_bottom_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / ground_curve), 0.0, 1.0));
  269. ground *= ground_energy;
  270. COLOR = mix(ground, sky, step(0.0, EYEDIR.y));
  271. if (use_debanding) {
  272. COLOR += interleaved_gradient_noise(FRAGCOORD.xy);
  273. }
  274. }
  275. )");
  276. }
  277. shader_mutex.unlock();
  278. }
  279. ProceduralSkyMaterial::ProceduralSkyMaterial() {
  280. set_sky_top_color(Color(0.385, 0.454, 0.55));
  281. set_sky_horizon_color(Color(0.6463, 0.6558, 0.6708));
  282. set_sky_curve(0.15);
  283. set_sky_energy_multiplier(1.0);
  284. set_sky_cover_modulate(Color(1, 1, 1));
  285. set_ground_bottom_color(Color(0.2, 0.169, 0.133));
  286. set_ground_horizon_color(Color(0.6463, 0.6558, 0.6708));
  287. set_ground_curve(0.02);
  288. set_ground_energy_multiplier(1.0);
  289. set_sun_angle_max(30.0);
  290. set_sun_curve(0.15);
  291. set_use_debanding(true);
  292. }
  293. ProceduralSkyMaterial::~ProceduralSkyMaterial() {
  294. }
  295. /////////////////////////////////////////
  296. /* PanoramaSkyMaterial */
  297. void PanoramaSkyMaterial::set_panorama(const Ref<Texture2D> &p_panorama) {
  298. panorama = p_panorama;
  299. RID tex_rid = p_panorama.is_valid() ? p_panorama->get_rid() : RID();
  300. RS::get_singleton()->material_set_param(_get_material(), "source_panorama", tex_rid);
  301. }
  302. Ref<Texture2D> PanoramaSkyMaterial::get_panorama() const {
  303. return panorama;
  304. }
  305. void PanoramaSkyMaterial::set_filtering_enabled(bool p_enabled) {
  306. filter = p_enabled;
  307. notify_property_list_changed();
  308. _update_shader();
  309. // Only set if shader already compiled
  310. if (shader_set) {
  311. RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(filter)]);
  312. }
  313. }
  314. bool PanoramaSkyMaterial::is_filtering_enabled() const {
  315. return filter;
  316. }
  317. Shader::Mode PanoramaSkyMaterial::get_shader_mode() const {
  318. return Shader::MODE_SKY;
  319. }
  320. RID PanoramaSkyMaterial::get_rid() const {
  321. _update_shader();
  322. // Don't compile shaders until first use, then compile both
  323. if (!shader_set) {
  324. RS::get_singleton()->material_set_shader(_get_material(), shader_cache[1 - int(filter)]);
  325. RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(filter)]);
  326. shader_set = true;
  327. }
  328. return _get_material();
  329. }
  330. RID PanoramaSkyMaterial::get_shader_rid() const {
  331. _update_shader();
  332. return shader_cache[int(filter)];
  333. }
  334. void PanoramaSkyMaterial::_bind_methods() {
  335. ClassDB::bind_method(D_METHOD("set_panorama", "texture"), &PanoramaSkyMaterial::set_panorama);
  336. ClassDB::bind_method(D_METHOD("get_panorama"), &PanoramaSkyMaterial::get_panorama);
  337. ClassDB::bind_method(D_METHOD("set_filtering_enabled", "enabled"), &PanoramaSkyMaterial::set_filtering_enabled);
  338. ClassDB::bind_method(D_METHOD("is_filtering_enabled"), &PanoramaSkyMaterial::is_filtering_enabled);
  339. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_panorama", "get_panorama");
  340. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "filter"), "set_filtering_enabled", "is_filtering_enabled");
  341. }
  342. Mutex PanoramaSkyMaterial::shader_mutex;
  343. RID PanoramaSkyMaterial::shader_cache[2];
  344. void PanoramaSkyMaterial::cleanup_shader() {
  345. if (shader_cache[0].is_valid()) {
  346. RS::get_singleton()->free(shader_cache[0]);
  347. RS::get_singleton()->free(shader_cache[1]);
  348. }
  349. }
  350. void PanoramaSkyMaterial::_update_shader() {
  351. shader_mutex.lock();
  352. if (shader_cache[0].is_null()) {
  353. for (int i = 0; i < 2; i++) {
  354. shader_cache[i] = RS::get_singleton()->shader_create();
  355. // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
  356. RS::get_singleton()->shader_set_code(shader_cache[i], vformat(R"(
  357. // NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s PanoramaSkyMaterial.
  358. shader_type sky;
  359. uniform sampler2D source_panorama : %s, source_color, hint_default_black;
  360. void sky() {
  361. COLOR = texture(source_panorama, SKY_COORDS).rgb;
  362. }
  363. )",
  364. i ? "filter_linear" : "filter_nearest"));
  365. }
  366. }
  367. shader_mutex.unlock();
  368. }
  369. PanoramaSkyMaterial::PanoramaSkyMaterial() {
  370. }
  371. PanoramaSkyMaterial::~PanoramaSkyMaterial() {
  372. }
  373. //////////////////////////////////
  374. /* PhysicalSkyMaterial */
  375. void PhysicalSkyMaterial::set_rayleigh_coefficient(float p_rayleigh) {
  376. rayleigh = p_rayleigh;
  377. RS::get_singleton()->material_set_param(_get_material(), "rayleigh", rayleigh);
  378. }
  379. float PhysicalSkyMaterial::get_rayleigh_coefficient() const {
  380. return rayleigh;
  381. }
  382. void PhysicalSkyMaterial::set_rayleigh_color(Color p_rayleigh_color) {
  383. rayleigh_color = p_rayleigh_color;
  384. RS::get_singleton()->material_set_param(_get_material(), "rayleigh_color", rayleigh_color);
  385. }
  386. Color PhysicalSkyMaterial::get_rayleigh_color() const {
  387. return rayleigh_color;
  388. }
  389. void PhysicalSkyMaterial::set_mie_coefficient(float p_mie) {
  390. mie = p_mie;
  391. RS::get_singleton()->material_set_param(_get_material(), "mie", mie);
  392. }
  393. float PhysicalSkyMaterial::get_mie_coefficient() const {
  394. return mie;
  395. }
  396. void PhysicalSkyMaterial::set_mie_eccentricity(float p_eccentricity) {
  397. mie_eccentricity = p_eccentricity;
  398. RS::get_singleton()->material_set_param(_get_material(), "mie_eccentricity", mie_eccentricity);
  399. }
  400. float PhysicalSkyMaterial::get_mie_eccentricity() const {
  401. return mie_eccentricity;
  402. }
  403. void PhysicalSkyMaterial::set_mie_color(Color p_mie_color) {
  404. mie_color = p_mie_color;
  405. RS::get_singleton()->material_set_param(_get_material(), "mie_color", mie_color);
  406. }
  407. Color PhysicalSkyMaterial::get_mie_color() const {
  408. return mie_color;
  409. }
  410. void PhysicalSkyMaterial::set_turbidity(float p_turbidity) {
  411. turbidity = p_turbidity;
  412. RS::get_singleton()->material_set_param(_get_material(), "turbidity", turbidity);
  413. }
  414. float PhysicalSkyMaterial::get_turbidity() const {
  415. return turbidity;
  416. }
  417. void PhysicalSkyMaterial::set_sun_disk_scale(float p_sun_disk_scale) {
  418. sun_disk_scale = p_sun_disk_scale;
  419. RS::get_singleton()->material_set_param(_get_material(), "sun_disk_scale", sun_disk_scale);
  420. }
  421. float PhysicalSkyMaterial::get_sun_disk_scale() const {
  422. return sun_disk_scale;
  423. }
  424. void PhysicalSkyMaterial::set_ground_color(Color p_ground_color) {
  425. ground_color = p_ground_color;
  426. RS::get_singleton()->material_set_param(_get_material(), "ground_color", ground_color);
  427. }
  428. Color PhysicalSkyMaterial::get_ground_color() const {
  429. return ground_color;
  430. }
  431. void PhysicalSkyMaterial::set_energy_multiplier(float p_multiplier) {
  432. energy_multiplier = p_multiplier;
  433. RS::get_singleton()->material_set_param(_get_material(), "exposure", energy_multiplier);
  434. }
  435. float PhysicalSkyMaterial::get_energy_multiplier() const {
  436. return energy_multiplier;
  437. }
  438. void PhysicalSkyMaterial::set_use_debanding(bool p_use_debanding) {
  439. use_debanding = p_use_debanding;
  440. RS::get_singleton()->material_set_param(_get_material(), "use_debanding", use_debanding);
  441. }
  442. bool PhysicalSkyMaterial::get_use_debanding() const {
  443. return use_debanding;
  444. }
  445. void PhysicalSkyMaterial::set_night_sky(const Ref<Texture2D> &p_night_sky) {
  446. night_sky = p_night_sky;
  447. RID tex_rid = p_night_sky.is_valid() ? p_night_sky->get_rid() : RID();
  448. RS::get_singleton()->material_set_param(_get_material(), "night_sky", tex_rid);
  449. }
  450. Ref<Texture2D> PhysicalSkyMaterial::get_night_sky() const {
  451. return night_sky;
  452. }
  453. Shader::Mode PhysicalSkyMaterial::get_shader_mode() const {
  454. return Shader::MODE_SKY;
  455. }
  456. RID PhysicalSkyMaterial::get_rid() const {
  457. _update_shader();
  458. if (!shader_set) {
  459. RS::get_singleton()->material_set_shader(_get_material(), shader);
  460. shader_set = true;
  461. }
  462. return _get_material();
  463. }
  464. RID PhysicalSkyMaterial::get_shader_rid() const {
  465. _update_shader();
  466. return shader;
  467. }
  468. void PhysicalSkyMaterial::_validate_property(PropertyInfo &p_property) const {
  469. if (p_property.name == "exposure_value" && !GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
  470. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  471. }
  472. }
  473. Mutex PhysicalSkyMaterial::shader_mutex;
  474. RID PhysicalSkyMaterial::shader;
  475. void PhysicalSkyMaterial::_bind_methods() {
  476. ClassDB::bind_method(D_METHOD("set_rayleigh_coefficient", "rayleigh"), &PhysicalSkyMaterial::set_rayleigh_coefficient);
  477. ClassDB::bind_method(D_METHOD("get_rayleigh_coefficient"), &PhysicalSkyMaterial::get_rayleigh_coefficient);
  478. ClassDB::bind_method(D_METHOD("set_rayleigh_color", "color"), &PhysicalSkyMaterial::set_rayleigh_color);
  479. ClassDB::bind_method(D_METHOD("get_rayleigh_color"), &PhysicalSkyMaterial::get_rayleigh_color);
  480. ClassDB::bind_method(D_METHOD("set_mie_coefficient", "mie"), &PhysicalSkyMaterial::set_mie_coefficient);
  481. ClassDB::bind_method(D_METHOD("get_mie_coefficient"), &PhysicalSkyMaterial::get_mie_coefficient);
  482. ClassDB::bind_method(D_METHOD("set_mie_eccentricity", "eccentricity"), &PhysicalSkyMaterial::set_mie_eccentricity);
  483. ClassDB::bind_method(D_METHOD("get_mie_eccentricity"), &PhysicalSkyMaterial::get_mie_eccentricity);
  484. ClassDB::bind_method(D_METHOD("set_mie_color", "color"), &PhysicalSkyMaterial::set_mie_color);
  485. ClassDB::bind_method(D_METHOD("get_mie_color"), &PhysicalSkyMaterial::get_mie_color);
  486. ClassDB::bind_method(D_METHOD("set_turbidity", "turbidity"), &PhysicalSkyMaterial::set_turbidity);
  487. ClassDB::bind_method(D_METHOD("get_turbidity"), &PhysicalSkyMaterial::get_turbidity);
  488. ClassDB::bind_method(D_METHOD("set_sun_disk_scale", "scale"), &PhysicalSkyMaterial::set_sun_disk_scale);
  489. ClassDB::bind_method(D_METHOD("get_sun_disk_scale"), &PhysicalSkyMaterial::get_sun_disk_scale);
  490. ClassDB::bind_method(D_METHOD("set_ground_color", "color"), &PhysicalSkyMaterial::set_ground_color);
  491. ClassDB::bind_method(D_METHOD("get_ground_color"), &PhysicalSkyMaterial::get_ground_color);
  492. ClassDB::bind_method(D_METHOD("set_energy_multiplier", "multiplier"), &PhysicalSkyMaterial::set_energy_multiplier);
  493. ClassDB::bind_method(D_METHOD("get_energy_multiplier"), &PhysicalSkyMaterial::get_energy_multiplier);
  494. ClassDB::bind_method(D_METHOD("set_use_debanding", "use_debanding"), &PhysicalSkyMaterial::set_use_debanding);
  495. ClassDB::bind_method(D_METHOD("get_use_debanding"), &PhysicalSkyMaterial::get_use_debanding);
  496. ClassDB::bind_method(D_METHOD("set_night_sky", "night_sky"), &PhysicalSkyMaterial::set_night_sky);
  497. ClassDB::bind_method(D_METHOD("get_night_sky"), &PhysicalSkyMaterial::get_night_sky);
  498. ADD_GROUP("Rayleigh", "rayleigh_");
  499. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rayleigh_coefficient", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_rayleigh_coefficient", "get_rayleigh_coefficient");
  500. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "rayleigh_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_rayleigh_color", "get_rayleigh_color");
  501. ADD_GROUP("Mie", "mie_");
  502. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_coefficient", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_mie_coefficient", "get_mie_coefficient");
  503. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mie_eccentricity", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_mie_eccentricity", "get_mie_eccentricity");
  504. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "mie_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_mie_color", "get_mie_color");
  505. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "turbidity", PROPERTY_HINT_RANGE, "0,1000,0.01"), "set_turbidity", "get_turbidity");
  506. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_disk_scale", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_disk_scale", "get_sun_disk_scale");
  507. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ground_color", "get_ground_color");
  508. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "energy_multiplier", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_energy_multiplier", "get_energy_multiplier");
  509. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_debanding"), "set_use_debanding", "get_use_debanding");
  510. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "night_sky", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_night_sky", "get_night_sky");
  511. }
  512. void PhysicalSkyMaterial::cleanup_shader() {
  513. if (shader.is_valid()) {
  514. RS::get_singleton()->free(shader);
  515. }
  516. }
  517. void PhysicalSkyMaterial::_update_shader() {
  518. shader_mutex.lock();
  519. if (shader.is_null()) {
  520. shader = RS::get_singleton()->shader_create();
  521. // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
  522. RS::get_singleton()->shader_set_code(shader, R"(
  523. // NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s PhysicalSkyMaterial.
  524. shader_type sky;
  525. uniform float rayleigh : hint_range(0, 64) = 2.0;
  526. uniform vec4 rayleigh_color : source_color = vec4(0.3, 0.405, 0.6, 1.0);
  527. uniform float mie : hint_range(0, 1) = 0.005;
  528. uniform float mie_eccentricity : hint_range(-1, 1) = 0.8;
  529. uniform vec4 mie_color : source_color = vec4(0.69, 0.729, 0.812, 1.0);
  530. uniform float turbidity : hint_range(0, 1000) = 10.0;
  531. uniform float sun_disk_scale : hint_range(0, 360) = 1.0;
  532. uniform vec4 ground_color : source_color = vec4(0.1, 0.07, 0.034, 1.0);
  533. uniform float exposure : hint_range(0, 128) = 1.0;
  534. uniform bool use_debanding = true;
  535. uniform sampler2D night_sky : source_color, hint_default_black;
  536. const vec3 UP = vec3( 0.0, 1.0, 0.0 );
  537. // Optical length at zenith for molecules.
  538. const float rayleigh_zenith_size = 8.4e3;
  539. const float mie_zenith_size = 1.25e3;
  540. float henyey_greenstein(float cos_theta, float g) {
  541. const float k = 0.0795774715459;
  542. return k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5));
  543. }
  544. // https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
  545. vec3 interleaved_gradient_noise(vec2 pos) {
  546. const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
  547. float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0;
  548. return vec3(res, -res, res) / 255.0;
  549. }
  550. void sky() {
  551. if (LIGHT0_ENABLED) {
  552. float zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 );
  553. float sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * LIGHT0_ENERGY;
  554. float sun_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0);
  555. // Rayleigh coefficients.
  556. float rayleigh_coefficient = rayleigh - ( 1.0 * ( 1.0 - sun_fade ) );
  557. vec3 rayleigh_beta = rayleigh_coefficient * rayleigh_color.rgb * 0.0001;
  558. // mie coefficients from Preetham
  559. vec3 mie_beta = turbidity * mie * mie_color.rgb * 0.000434;
  560. // Optical length.
  561. float zenith = acos(max(0.0, dot(UP, EYEDIR)));
  562. float optical_mass = 1.0 / (cos(zenith) + 0.15 * pow(93.885 - degrees(zenith), -1.253));
  563. float rayleigh_scatter = rayleigh_zenith_size * optical_mass;
  564. float mie_scatter = mie_zenith_size * optical_mass;
  565. // Light extinction based on thickness of atmosphere.
  566. vec3 extinction = exp(-(rayleigh_beta * rayleigh_scatter + mie_beta * mie_scatter));
  567. // In scattering.
  568. float cos_theta = dot(EYEDIR, normalize(LIGHT0_DIRECTION));
  569. float rayleigh_phase = (3.0 / (16.0 * PI)) * (1.0 + pow(cos_theta * 0.5 + 0.5, 2.0));
  570. vec3 betaRTheta = rayleigh_beta * rayleigh_phase;
  571. float mie_phase = henyey_greenstein(cos_theta, mie_eccentricity);
  572. vec3 betaMTheta = mie_beta * mie_phase;
  573. vec3 Lin = pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * (1.0 - extinction), vec3(1.5));
  574. // Hack from https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Sky.js
  575. Lin *= mix(vec3(1.0), pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * extinction, vec3(0.5)), clamp(pow(1.0 - zenith_angle, 5.0), 0.0, 1.0));
  576. // Hack in the ground color.
  577. Lin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR)));
  578. // Solar disk and out-scattering.
  579. float sunAngularDiameterCos = cos(LIGHT0_SIZE * sun_disk_scale);
  580. float sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale*0.5);
  581. float sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta);
  582. vec3 L0 = (sun_energy * extinction) * sundisk * LIGHT0_COLOR;
  583. L0 += texture(night_sky, SKY_COORDS).xyz * extinction;
  584. vec3 color = Lin + L0;
  585. COLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));
  586. COLOR *= exposure;
  587. if (use_debanding) {
  588. COLOR += interleaved_gradient_noise(FRAGCOORD.xy);
  589. }
  590. } else {
  591. // There is no sun, so display night_sky and nothing else.
  592. COLOR = texture(night_sky, SKY_COORDS).xyz;
  593. COLOR *= exposure;
  594. }
  595. }
  596. )");
  597. }
  598. shader_mutex.unlock();
  599. }
  600. PhysicalSkyMaterial::PhysicalSkyMaterial() {
  601. set_rayleigh_coefficient(2.0);
  602. set_rayleigh_color(Color(0.3, 0.405, 0.6));
  603. set_mie_coefficient(0.005);
  604. set_mie_eccentricity(0.8);
  605. set_mie_color(Color(0.69, 0.729, 0.812));
  606. set_turbidity(10.0);
  607. set_sun_disk_scale(1.0);
  608. set_ground_color(Color(0.1, 0.07, 0.034));
  609. set_energy_multiplier(1.0);
  610. set_use_debanding(true);
  611. }
  612. PhysicalSkyMaterial::~PhysicalSkyMaterial() {
  613. }