shader

Shader code
hader_type spatial;

group_uniforms Diffuse;
uniform sampler2D diffuse_texture : source_color, filter_linear_mipmap;
uniform vec3 diffuse_color : source_color = vec3(1.0, 1.0, 1.0);
uniform sampler2D lightwarp : source_color, filter_linear, repeat_disable;

group_uniforms Normal;
uniform sampler2D normal_texture : hint_normal, filter_linear_mipmap;
uniform float normal_strength : hint_range(0.0, 16.0) = 1.0;

group_uniforms Phong;
uniform sampler2D phong_texture : source_color, filter_linear_mipmap;
uniform sampler2D phong_exponent_texture : source_color, filter_linear_mipmap;
uniform float phong : hint_range(0.0, 1.0) = .25;
uniform float phong_exponent : hint_range(0.0, 1.0) = .25;

group_uniforms Rim;
uniform float rim_strength : hint_range(0.0, 1.0) = .5;
uniform float rim_spread : hint_range(1.0, 8.0) = 6.0;


float fresnel(float amount, vec3 normal, vec3 view)
{
	return pow((1.0-clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
}


void fragment() {
	ALBEDO = texture(diffuse_texture, UV).rgb * diffuse_color;
	ROUGHNESS = 0.5;
	SPECULAR = 0.0;
	METALLIC = 0.0;
	ALBEDO += fresnel(rim_spread, VIEW, NORMAL) * rim_strength;

	NORMAL_MAP = texture(normal_texture, UV).rgb;
	NORMAL_MAP_DEPTH = normal_strength;
}


void light() {
	float wrap = 0.5;

	// DIFFUSE
	float NdotL = clamp( dot(NORMAL, LIGHT), 0.0, 1.0);
	float wrapped = pow(NdotL * wrap + (1.0-wrap), 2.0);
	vec4 lw = texture(lightwarp, vec2(wrapped, 0.0));
	DIFFUSE_LIGHT += lw.rgb *  LIGHT_COLOR * ATTENUATION;


	// PHONG
	if (phong_exponent > 0.0) {
		float _phong_mask_tex = texture(phong_texture, UV).w;
		float _phong_exponent_tex = texture(phong_exponent_texture, UV).w;
		float _phong_strength = (_phong_mask_tex * phong);
		float _phong_exponent = (phong_exponent * _phong_exponent_tex);

		vec3 halfdir = normalize(VIEW+LIGHT);
		float NdotV = clamp( dot(NORMAL, halfdir), 0.0, 1.0);
		float _p = pow(NdotV, 256.0 * _phong_exponent) * _phong_exponent * _phong_strength * 0.1;
		SPECULAR_LIGHT += (_p * LIGHT_COLOR * ATTENUATION);
	}
}
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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kobberholm
kobberholm
2 months ago

This is just a copy+paste of team-fortress-2-shader by drdeerface, except you have a typo on line 1.