Black/White Mask For fences and Other things

This willl allow you to make a texture then a masking texture that has the actual thing you want it to look like. so take a nice texture then a mask of white squares and back filling and itll display squares! for natual looking squares i recommend a 40-60 value so 1 on the Y and 0.6 on the X

Shader code
shader_type spatial;
render_mode blend_mix, depth_prepass_alpha, cull_back;

uniform sampler2D albedo_texture : source_color;
uniform sampler2D opacity_texture : source_color;
uniform sampler2D normal_texture : source_color;

uniform vec4 tint_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);

uniform float opacity_threshold : hint_range(0.0, 1.0) = 0.5;
uniform float uv_scale_x : hint_range(0.01, 100.0) = 1.0;
uniform float uv_scale_y : hint_range(0.01, 100.0) = 1.0;

uniform float metallic : hint_range(0.0, 1.0) = 0.0;
uniform float roughness : hint_range(0.0, 1.0) = 0.15;
uniform float specular : hint_range(0.0, 1.0) = 0.7;
uniform float normal_strength : hint_range(0.0, 1.0) = 0.25;

void fragment() {
	vec2 scaled_uv = UV * vec2(uv_scale_x, uv_scale_y);

	vec4 color_tex = texture(albedo_texture, scaled_uv);
	float opacity_val = texture(opacity_texture, scaled_uv).r;

	// Invert: white = visible, black = transparent
	float alpha = smoothstep(0.0, opacity_threshold, opacity_val);

	// Normal map influence
	vec3 tex_normal = texture(normal_texture, scaled_uv).rgb;
	tex_normal = normalize(tex_normal * 2.0 - 1.0);
	NORMAL = normalize(mix(NORMAL, tex_normal, normal_strength));

	ALBEDO = color_tex.rgb * tint_color.rgb;
	ALPHA = tint_color.a * alpha;

	METALLIC = metallic;
	ROUGHNESS = roughness;
	SPECULAR = specular;
}
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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