Shader code
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_lambert, specular_schlick_ggx;
// Varyings
varying vec3 worldPos;
varying vec3 localPos;
varying vec2 uv;
// Group: Base Color
group_uniforms base_color;
uniform vec4 baseColor : source_color = vec4(1.0);
uniform sampler2D baseColorTexture : source_color;
// Group: Extra Maps
group_uniforms extra_maps;
uniform sampler2D normalTexture : hint_normal;
uniform sampler2D aoTexture : hint_default_white;
uniform sampler2D heightTexture : hint_default_black;
uniform sampler2D roughnessTexture : hint_default_white;
// Group: Dissolve
group_uniforms dissolve;
uniform float dissolveSlider : hint_range(-1.0, 1.5) = 0.0;
uniform float dissolveNoiseScale = 2.0;
// Group: Edges
group_uniforms edges;
uniform float edgeNoiseScale : hint_range(-10.0, 0.0, 0.01) = 0.0;
uniform float edgesThickness : hint_range(0, 0.3) = 0.01;
uniform vec4 edgeColor : source_color = vec4(0.0, 0.0, 1.0, 1.0);
uniform float edgeEmissionSlider : hint_range(0.0, 10.0, 0.01) = 1.0;
// Group: Animation
group_uniforms animation;
uniform bool enable_dissolve_animation = false;
uniform float animation_speed : hint_range(0.0, 5.0, 0.1) = 1.0;
uniform float animation_intensity : hint_range(0.0, 1.0, 0.01) = 0.2;
// Perlin Noise Functions
vec3 mod289_vec3(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 mod289_vec4(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 permute(vec4 x) { return mod289_vec4(((x * 34.0) + 1.0) * x); }
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
vec3 fade(vec3 t) { return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); }
float cnoise(vec3 P) {
vec3 Pi0 = floor(P);
vec3 Pi1 = Pi0 + vec3(1.0);
Pi0 = mod289_vec3(Pi0);
Pi1 = mod289_vec3(Pi1);
vec3 Pf0 = fract(P);
vec3 Pf1 = Pf0 - vec3(1.0);
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = vec4(Pi0.z);
vec4 iz1 = vec4(Pi1.z);
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x, gy0.x, gz0.x);
vec3 g100 = vec3(gx0.y, gy0.y, gz0.y);
vec3 g010 = vec3(gx0.z, gy0.z, gz0.z);
vec3 g110 = vec3(gx0.w, gy0.w, gz0.w);
vec3 g001 = vec3(gx1.x, gy1.x, gz1.x);
vec3 g101 = vec3(gx1.y, gy1.y, gz1.y);
vec3 g011 = vec3(gx1.z, gy1.z, gz1.z);
vec3 g111 = vec3(gx1.w, gy1.w, gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
void vertex() {
worldPos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
localPos = VERTEX;
uv = UV;
}
void fragment() {
// Compute parallax UV coordinates using height mapping.
// (If no height texture is assigned, the default black returns 0.)
vec2 texUV = uv;
float height = texture(heightTexture, uv).r;
float heightScale = 0.05; // Adjust for parallax intensity.
vec3 viewDir = normalize(VIEW);
vec3 T = normalize(TANGENT);
vec3 B = normalize(cross(NORMAL, T));
vec2 parallaxOffset = vec2(dot(viewDir, T), dot(viewDir, B)) * height * heightScale;
texUV += parallaxOffset;
// Compute base albedo using the base color texture.
vec4 albedoColor = baseColor * texture(baseColorTexture, texUV);
// Apply normal mapping.
// (If no normal texture is assigned, the default neutral normal is used.)
vec3 nMap = texture(normalTexture, texUV).rgb;
nMap = nMap * 2.0 - 1.0;
T = normalize(TANGENT);
B = normalize(cross(NORMAL, T));
NORMAL = normalize(T * nMap.x + B * nMap.y + NORMAL * nMap.z);
// Set ambient occlusion.
// (Default white AO texture yields AO = 1.0)
AO = texture(aoTexture, texUV).r;
// Set roughness.
ROUGHNESS = texture(roughnessTexture, texUV).r;
// Dissolve and edge effects.
float dissolveNoise = cnoise(localPos * dissolveNoiseScale) * 0.5 + 0.5;
float edgeNoise = cnoise(localPos * edgeNoiseScale) * 0.5 + 0.5;
float animatedDissolve = (1.0 - (dissolveSlider + 0.5)) + dissolveNoise;
if (enable_dissolve_animation) {
float time_factor = TIME * animation_speed;
animatedDissolve += animation_intensity *
(sin(time_factor + localPos.x * 2.0 +
localPos.y * 1.5 + localPos.z * 2.5) * 0.5 + 0.5);
}
animatedDissolve = clamp(animatedDissolve, 0.0, 1.0);
float dissolveFactor = step(edgeNoise, animatedDissolve);
float edgeMask = step(edgeNoise, animatedDissolve) - step(edgeNoise, animatedDissolve - edgesThickness);
vec3 edgeEmission = edgeMask * edgeColor.rgb * edgeEmissionSlider;
ALBEDO = albedoColor.rgb;
ALPHA = dissolveFactor;
EMISSION = edgeEmission;
ALPHA_SCISSOR_THRESHOLD = 0.5;
}
Tags
animated,
dissolve
It is really great , thanks for sharing but I have one question , how can we reach this dissolveSlider parameter from script . I want to change value from script
Here is example:
extends MeshInstance3D
func _ready():
var shader_mat = material_override as ShaderMaterial
shader_mat.set_shader_parameter(“dissolveSlider”, 0.41)
thanks a lot
hey, its there any way that i can put a texture instead of a fixed color?
just find out:
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_lambert, specular_schlick_ggx;
// Varyings
varying vec3 worldPos;
varying vec3 localPos;
//Group: Base Color
uniform sampler2D TEXTURE : source_color; // pra pegar a textura (tipo um @export)
group_uniforms base_color;
uniform vec4 baseColor : source_color = vec4(1.0);
//Group: Dissolve
group_uniforms dissolve;
uniform float dissolveSlider : hint_range(-1.0, 1.5) = 0.0;
uniform float dissolveNoiseScale = 2.0;
//Group: Edges
group_uniforms edges;
uniform float edgeNoiseScale : hint_range(-10.0, 0.0, 0.01) = 0.0;
uniform float edgesThickness : hint_range(0, 0.3) = 0.01;
uniform vec4 edgeColor : source_color = vec4(0.0, 0.0, 1.0, 1.0);
uniform float edgeEmissionSlider : hint_range(0.0, 10.0, 0.01) = 1.0;
//Group: Animation
group_uniforms animation;
uniform bool enable_dissolve_animation = false;
uniform float animation_speed : hint_range(0.0, 5.0, 0.1) = 1.0;
uniform float animation_intensity : hint_range(0.0, 1.0, 0.01) = 0.2;
// Perlin Noise Functions
vec3 mod289_vec3(vec3 x) { return x – floor(x * (1.0 / 289.0)) * 289.0; }
vec4 mod289_vec4(vec4 x) { return x – floor(x * (1.0 / 289.0)) * 289.0; }
vec4 permute(vec4 x) { return mod289_vec4(((x * 34.0) + 1.0) * x); }
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 – 0.85373472095314 * r; }
vec3 fade(vec3 t) { return t * t * t * (t * (t * 6.0 – 15.0) + 10.0); }
float cnoise(vec3 P) {
vec3 Pi0 = floor(P);
vec3 Pi1 = Pi0 + vec3(1.0);
Pi0 = mod289_vec3(Pi0);
Pi1 = mod289_vec3(Pi1);
vec3 Pf0 = fract(P);
vec3 Pf1 = Pf0 – vec3(1.0);
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = vec4(Pi0.z);
vec4 iz1 = vec4(Pi1.z);
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) – 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) – abs(gx0) – abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) – 0.5);
gy0 -= sz0 * (step(0.0, gy0) – 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) – 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) – abs(gx1) – abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) – 0.5);
gy1 -= sz1 * (step(0.0, gy1) – 0.5);
vec3 g000 = vec3(gx0.x, gy0.x, gz0.x);
vec3 g100 = vec3(gx0.y, gy0.y, gz0.y);
vec3 g010 = vec3(gx0.z, gy0.z, gz0.z);
vec3 g110 = vec3(gx0.w, gy0.w, gz0.w);
vec3 g001 = vec3(gx1.x, gy1.x, gz1.x);
vec3 g101 = vec3(gx1.y, gy1.y, gz1.y);
vec3 g011 = vec3(gx1.z, gy1.z, gz1.z);
vec3 g111 = vec3(gx1.w, gy1.w, gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
void vertex() {
worldPos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
localPos = VERTEX;
}
void fragment() {
vec4 tex_color = texture(TEXTURE, UV);
vec4 albedoColor = tex_color;
float dissolveNoise = cnoise(localPos * dissolveNoiseScale) * 0.5 + 0.5;
float edgeNoise = cnoise(localPos * edgeNoiseScale) * 0.5 + 0.5;
float animatedDissolve = (1.0 – (dissolveSlider + 0.5)) + dissolveNoise;
// Animation
if (enable_dissolve_animation) {
float time_factor = TIME * animation_speed;
animatedDissolve += animation_intensity *
(sin(time_factor + localPos.x * 2.0 +
localPos.y * 1.5 + localPos.z * 2.5) * 0.5 + 0.5);
}
animatedDissolve = clamp(animatedDissolve, 0.0, 1.0);
float dissolveFactor = step(edgeNoise, animatedDissolve);
float edgeMask = step(edgeNoise, animatedDissolve) – step(edgeNoise, animatedDissolve – edgesThickness);
vec3 edgeEmission = edgeMask * edgeColor.rgb * edgeEmissionSlider;
ALBEDO = albedoColor.rgb;
ALPHA = dissolveFactor;
EMISSION = edgeEmission;
ALPHA_SCISSOR_THRESHOLD = 0.5;
}
Hi. I have updated the shader by adding the ability to use a Base Color Texture, Normal Texture, AO Texture, Height Texture, and Roughness Texture.