Sketchy renderer with optional shadow and tinting.
This replaces dark areas on the screen with sketchy lines. For the lines texture go to the Github page for Sketchy Renderer.
The shader is based on the shader made by leopeltola and supports Godot 4.0.
To use this shader apply it to a quadmesh in the scene. Then make sure the mesh is always in front of the active camera. It doesn’t matter if the quadmesh intersects with other geometry since Depth Test is disabled.
Shader code
shader_type spatial;
render_mode cull_disabled, blend_mix, diffuse_burley, specular_schlick_ggx, world_vertex_coords, depth_test_disabled, skip_vertex_transform, unshaded, depth_draw_always;
// MIT License. Made by Leo Peltola
// Inspired by https://threejs.org/examples/webgl_postprocessing_pixel.html
uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
uniform sampler2D NORMAL_TEXTURE : hint_normal_roughness_texture, filter_nearest;
uniform sampler2D texture_noise : source_color, filter_linear, repeat_enable;
uniform sampler2D texture_lines : source_color, filter_linear, repeat_enable;
uniform sampler2D texture_grain : source_color, filter_linear, repeat_enable;
uniform bool color_passthrough = false;
uniform bool depth_check = true;
uniform bool normal_check = true;
uniform vec3 tint_color : source_color = vec3(1.0);
uniform vec3 line_color : source_color = vec3(0.0);
uniform float depth_line_strength : hint_range(0.0, 1.0, 0.01) = 1.0;
uniform float normal_line_strength : hint_range(0.0, 1.0, 0.01) = 1.0;
uniform float noise_offset_multiplier : hint_range(0.0, 2.0) = 0.5;
uniform float red_weight : hint_range(0.0, 2.0) = 0.5;
uniform float green_weight : hint_range(0.0, 2.0) = 0.5;
uniform float blue_weight : hint_range(0.0, 2.0) = 0.5;
uniform float black_threshold : hint_range(0.0, 2.0, 0.001) = 0.001;
uniform float white_threshold : hint_range(0.0, 2.0, 0.001) = 2.0;
uniform float grain_amount : hint_range(0.0, 1.0) = 0.2;
uniform float line_size : hint_range(0.0, 2.0) = 1.0;
uniform float lines_texture_scale : hint_range(0.0, 10.0) = 5.0;
uniform float grain_texture_scale : hint_range(0.0, 10.0) = 10.0;
float getDepth(vec2 screen_uv, sampler2D depth_texture, mat4 inv_projection_matrix){
// Credit: https://godotshaders.com/shader/depth-modulated-pixel-outline-in-screen-space/
float raw_depth = texture(depth_texture, screen_uv)[0];
vec3 normalized_device_coordinates = vec3(screen_uv * 2.0 - 1.0, raw_depth);
vec4 view_space = inv_projection_matrix * vec4(normalized_device_coordinates, 1.0);
view_space.xyz /= view_space.w;
return -view_space.z;
}
float normalIndicator(vec3 normalEdgeBias, vec3 baseNormal, vec3 newNormal, float depth_diff){
// Credit: https://threejs.org/examples/webgl_postprocessing_pixel.html
float normalDiff = dot(baseNormal - newNormal, normalEdgeBias);
float normalIndicator = clamp(smoothstep(-.01, .01, normalDiff), 0.0, 1.0);
float depthIndicator = clamp(sign(depth_diff * .25 + .0025), 0.0, 1.0);
return (1.0 - dot(baseNormal, newNormal)) * depthIndicator * normalIndicator;
}
void vertex(){
VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
}
void fragment() {
vec2 pixel_size = vec2(1.0 / VIEWPORT_SIZE.xy) * line_size;
vec4 noise_tex = texture(texture_noise, SCREEN_UV.xy);
vec3 noise_offset = vec3(0.0, 0.0, 0.0);
noise_offset += (noise_tex.xyz * 2.0 - vec3(1.0)) * 0.005 * noise_offset_multiplier;
// Add a line based on a sudden change in depth.
float depth_diff = 0.0;
float neg_depth_diff = 0.5;
if(depth_check){
float depth = getDepth(SCREEN_UV+noise_offset.xy, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
float du = getDepth(SCREEN_UV+noise_offset.xy+vec2(0., -1.) * pixel_size, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
float dr = getDepth(SCREEN_UV+noise_offset.xy+vec2(1., 0.) * pixel_size, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
float dd = getDepth(SCREEN_UV+noise_offset.xy+vec2(0., 1.) * pixel_size, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
float dl = getDepth(SCREEN_UV+noise_offset.xy+vec2(-1., 0.) * pixel_size, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
depth_diff += clamp(du - depth, 0., 1.);
depth_diff += clamp(dd - depth, 0., 1.);
depth_diff += clamp(dr - depth, 0., 1.);
depth_diff += clamp(dl - depth, 0., 1.);
neg_depth_diff += depth - du;
neg_depth_diff += depth - dd;
neg_depth_diff += depth - dr;
neg_depth_diff += depth - dl;
neg_depth_diff = clamp(neg_depth_diff, 0., 1.);
// neg_depth_diff = clamp(smoothstep(0.5, 0.5, neg_depth_diff)*10., 0., 1.);
// depth_diff = smoothstep(0.5, 1.0, depth_diff);
}
// Add a line based on a sudden change in normal direction.
float normal_diff = 0.;
if(normal_check){
vec3 normal = texture(NORMAL_TEXTURE, SCREEN_UV+noise_offset.xy).rgb * 2.0 - 1.0;
vec3 nu = texture(NORMAL_TEXTURE, SCREEN_UV + noise_offset.xy + vec2(0., -1.) * pixel_size).rgb * 2.0 - 1.0;
vec3 nr = texture(NORMAL_TEXTURE, SCREEN_UV + noise_offset.xy + vec2(1., 0.) * pixel_size).rgb * 2.0 - 1.0;
vec3 nd = texture(NORMAL_TEXTURE, SCREEN_UV + noise_offset.xy + vec2(0., 1.) * pixel_size).rgb * 2.0 - 1.0;
vec3 nl = texture(NORMAL_TEXTURE, SCREEN_UV + noise_offset.xy + vec2(-1., 0.) * pixel_size).rgb * 2.0 - 1.0;
vec3 normal_edge_bias = (vec3(1., 1., 1.));
normal_diff += normalIndicator(normal_edge_bias, normal, nu, depth_diff);
normal_diff += normalIndicator(normal_edge_bias, normal, nr, depth_diff);
normal_diff += normalIndicator(normal_edge_bias, normal, nd, depth_diff);
normal_diff += normalIndicator(normal_edge_bias, normal, nl, depth_diff);
normal_diff = smoothstep(0.2, 0.8, normal_diff);
normal_diff = clamp(normal_diff-neg_depth_diff, 0.0, 1.0);
}
float depth = texture(DEPTH_TEXTURE, SCREEN_UV).r;
vec4 screen_tex = texture(SCREEN_TEXTURE, SCREEN_UV);
// By default result the tint color. Any other effects are applied later on.
vec3 final = tint_color;
vec3 original_color = normalize(screen_tex.rgb);
// The sky should remain the same color.
if(depth >= 1.0){
final = screen_tex.rgb;
// Return a completely black color when the screen texture is below a threshold.
}else if(length(screen_tex.rgb) < black_threshold){
final = vec3(0.0);
// Make it completely white when screen texture is above a threshold.
}else if(length(screen_tex.rgb) > white_threshold){
final = vec3(1.0);
// If color pass through is enabled then replace the output color with the screen texture color.
}else if(color_passthrough){
final = original_color;
}
// If the difference in normal or depth is large enough then a line has been found.
if(normal_check && depth < 1.0){
vec3 normal_line_color = mix(final, line_color, normal_line_strength);
final = mix(final, normal_line_color, normal_diff);
}
if(depth_check && depth < 1.0){
vec3 depth_line_color = mix(final, line_color, depth_line_strength);
final = mix(final, depth_line_color, depth_diff);
}
// Apply the sketchy lines based on how dark the scene is.
vec4 lines_tex = texture(texture_lines, (SCREEN_UV + noise_offset.xy) * lines_texture_scale);
if(screen_tex.r < 0.01){
final += vec3(lines_tex.r * -red_weight);
}
if(screen_tex.r < 0.1){
final += vec3(lines_tex.g * -green_weight);
}
if(screen_tex.r < 0.25){
final += vec3(lines_tex.b * -blue_weight);
}
vec4 grain_tex = texture(texture_grain, SCREEN_UV * grain_texture_scale);
// Apply the grain texture on top of the final color.
final *= clamp(grain_tex.rgb + vec3(1.0 - grain_amount), vec3(0.0), vec3(1.0));
ALBEDO = final;
}
I add as material of all the scene meshes or it’s another method? How to set up?
Hello! great shader, though i wondered if there were any ways to make certain objects a different shade of color from the rest
MY DUDE, I LOVE YOUUUUU THIS SHADER MADE MY GAME!!!!
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