Reflector Sight (Red Dot)
a reflex sight shader that superimposes a given texture to a given distance to give a parallax effect. This shader also attempts to imitate the refresh rate of a reflex sight which can be toggled with the “flicker” flag.
Shader code
shader_type spatial;
render_mode blend_mix, cull_back, diffuse_burley, specular_schlick_ggx;
uniform sampler2D lens_texture : source_color;
uniform vec4 lens_color : source_color = vec4(0.0, 0.0, 0.0, .2);
uniform sampler2D retical_texture : source_color, repeat_disable;
uniform vec4 retical_color : source_color = vec4(1.0);
uniform float retical_size : hint_range(0.0, 100.0) = 0.0;
uniform bool flicker = false;
uniform float flicker_rate: hint_range(0, 60) = 60.0;
uniform float depth : hint_range(0.0, 100.0) = 10.0;
uniform float offset_x = 0.0;
uniform float offset_y = 0.0;
uniform float emission_strength: hint_range(0, 16) = .2;
varying vec2 offset;
varying vec2 lens_dir;
void vertex() {
vec3 world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
vec3 view_dir = CAMERA_POSITION_WORLD - world_position;
offset = VERTEX.xy - vec2(offset_x, offset_y);
lens_dir = (inverse(MODEL_MATRIX) * vec4(view_dir, 0.0)).xz;
}
void fragment() {
vec4 color = texture(lens_texture, UV) * lens_color;
vec2 offset_uv = offset;
offset_uv -= (lens_dir * depth);
offset_uv /= (retical_size * depth);
offset_uv += vec2(0.5);
float retical_a = texture(retical_texture, offset_uv).a;
float square_wave = max(0.1, sign(sin(TIME * flicker_rate * 2.0 * PI)));
if (flicker) {
retical_a *= square_wave;
}
color.rgb += retical_a * retical_color.rgb * retical_color.a;
color.a += retical_a * retical_color.a;
ALBEDO = color.rgb;
ALPHA = color.a;
EMISSION = retical_color.rgb * retical_a * emission_strength;
}
amazin
thanks <3
this looks really useful, thanks for the upload!
How do i use this ?
You’ve misspelled reticle throughout the entire thing ._.