Beefed up World Normal Mix Shader v1.1
Modified version of Arnklit’s great World Normal Mix Shader (https://godotshaders.com/shader/world-normal-mix-shader/) for Godot 4.1+.
This adds roughness, AO light effect and normal scale sliders, changes the texture color space to source_color, and adds in an optional (activate it in the inspector) Detail Map with its own UV scale property, allowing for a lot of texturing options. For quick results, use FastNoiseLight + color ramp as mask.
Without ORM maps, the Albedo will look greyish dark. ORM maps in Godot use Red as AO, Green als Roughness and Blue als Metal. I recommend Materialize for easy generation and packing of the maps (https://boundingboxsoftware.com/materialize/downloads.php).
v1.1 adds an option to only use normal maps for the detail overlay. Useful if you only want to add subtle variation and break repetition in the two main textures without having to deal with additional color information. To do so, disable “Enable Detail Albedo” in the inspector (enabled by default).
Shader code
// original World Mix Shader: 2022 Kasper Arnklit Frandsen - Public Domain - No Rights Reserved
// additional code from a shader material automatically converted from a spatial material in Godot 4.1
shader_type spatial;
group_uniforms detail_map;
uniform bool use_detail_map = false;
uniform bool enable_detail_albedo = true;
uniform vec3 detail_uv_scale = vec3(1.0);
uniform sampler2D texture_detail_albedo : source_color,filter_linear_mipmap,repeat_enable;
uniform sampler2D texture_detail_normal : hint_normal,filter_linear_mipmap,repeat_enable;
uniform sampler2D texture_detail_mask : hint_default_white,filter_linear_mipmap,repeat_enable;
group_uniforms world_normal_mix_parameters;
uniform float offset : hint_range(-1.0, 1.0) = 0.5;
uniform float fade : hint_range(0.0, 1.0) = 0.1;
uniform vec3 uv_scale_fg = vec3(1.0);
uniform vec3 uv_scale_bg = vec3(1.0);
uniform sampler2D albedo_texture_fg : source_color,filter_linear_mipmap,repeat_enable;
uniform sampler2D orm_texture_fg : source_color;
uniform sampler2D normal_texture_fg: hint_normal,filter_linear_mipmap,repeat_enable;
uniform sampler2D albedo_texture_bg : source_color,filter_linear_mipmap,repeat_enable;
uniform sampler2D orm_texture_bg : source_color;
uniform sampler2D normal_texture_bg: hint_normal,filter_linear_mipmap,repeat_enable;
uniform float normal_scale : hint_range(-16,16) = 1;
uniform float roughness : hint_range(0,1) = 1;
uniform float ao_light_affect : hint_range(0.0,1.0);
void fragment() {
vec2 fg_uv = UV * uv_scale_fg.xy;
vec2 bg_uv = UV * uv_scale_bg.xy;
vec3 albedo_tex_fg = texture(albedo_texture_fg, fg_uv).rgb;
vec3 orm_tex_fg = texture(orm_texture_fg, fg_uv).rgb;
vec3 normal_tex_fg = texture(normal_texture_fg, fg_uv).rgb;
vec3 albedo_tex_bg = texture(albedo_texture_bg, bg_uv).rgb;
vec3 orm_tex_bg = texture(orm_texture_bg, bg_uv).rgb;
vec3 normal_tex_bg = texture(normal_texture_bg, bg_uv).rgb;
vec3 bg_normal = normal_tex_bg * 2.0 - 1.0;
bg_normal.z = sqrt(1.0 - bg_normal.x * bg_normal.x - bg_normal.y * bg_normal.y);
vec3 normal_applied = bg_normal.x * TANGENT + bg_normal.y * BINORMAL + bg_normal.z * NORMAL;
vec3 up_vector_viewspace = mat3(VIEW_MATRIX) * vec3(0.0, 1.0, 0.0);
float dot_product = dot(up_vector_viewspace, normal_applied);
float mask = smoothstep(offset - fade, offset + fade, dot_product);
ALBEDO = mix(albedo_tex_bg, albedo_tex_fg, mask);
vec3 mixed_orm = mix(orm_tex_bg, orm_tex_fg, mask);
AO = mixed_orm.r;
AO_LIGHT_AFFECT = ao_light_affect;
ROUGHNESS = mixed_orm.g * roughness;
METALLIC = mixed_orm.b;
NORMAL_MAP = mix(normal_tex_bg, normal_tex_fg, mask);
if (use_detail_map) {
vec2 detail_uv = UV * detail_uv_scale.xy;
vec4 detail_tex = texture(texture_detail_albedo,detail_uv);
vec4 detail_norm_tex = texture(texture_detail_normal,detail_uv);
vec4 detail_mask_tex = texture(texture_detail_mask,detail_uv);
if (enable_detail_albedo) {
vec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);
ALBEDO = mix(ALBEDO,detail,detail_mask_tex.r);
}
vec3 detail_norm = mix(NORMAL_MAP,detail_norm_tex.rgb,detail_tex.a);
NORMAL_MAP = mix(NORMAL_MAP,detail_norm,detail_mask_tex.r);
}
NORMAL_MAP_DEPTH = normal_scale;
}