ported over 2d sprite shaders to 3.0

This commit is contained in:
jaggygames
2018-03-31 09:12:23 +07:00
parent ff4da36c17
commit b24ee4a44a
7 changed files with 604 additions and 0 deletions

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[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
radiance_size = 4
sky_top_color = Color( 0.0470588, 0.454902, 0.976471, 1 )
sky_horizon_color = Color( 0.556863, 0.823529, 0.909804, 1 )
sky_curve = 0.25
sky_energy = 1.0
ground_bottom_color = Color( 0.101961, 0.145098, 0.188235, 1 )
ground_horizon_color = Color( 0.482353, 0.788235, 0.952941, 1 )
ground_curve = 0.01
ground_energy = 1.0
sun_color = Color( 1, 1, 1, 1 )
sun_latitude = 35.0
sun_longitude = 0.0
sun_angle_min = 1.0
sun_angle_max = 100.0
sun_curve = 0.05
sun_energy = 16.0
texture_size = 2
[resource]
background_mode = 2
background_sky = SubResource( 1 )
background_sky_custom_fov = 0.0
background_color = Color( 0, 0, 0, 1 )
background_energy = 1.0
background_canvas_max_layer = 0
ambient_light_color = Color( 0, 0, 0, 1 )
ambient_light_energy = 1.0
ambient_light_sky_contribution = 1.0
fog_enabled = false
fog_color = Color( 0.5, 0.6, 0.7, 1 )
fog_sun_color = Color( 1, 0.9, 0.7, 1 )
fog_sun_amount = 0.0
fog_depth_enabled = true
fog_depth_begin = 10.0
fog_depth_curve = 1.0
fog_transmit_enabled = false
fog_transmit_curve = 1.0
fog_height_enabled = false
fog_height_min = 0.0
fog_height_max = 100.0
fog_height_curve = 1.0
tonemap_mode = 0
tonemap_exposure = 1.0
tonemap_white = 1.0
auto_exposure_enabled = false
auto_exposure_scale = 0.4
auto_exposure_min_luma = 0.05
auto_exposure_max_luma = 8.0
auto_exposure_speed = 0.5
ss_reflections_enabled = false
ss_reflections_max_steps = 64
ss_reflections_fade_in = 0.15
ss_reflections_fade_out = 2.0
ss_reflections_depth_tolerance = 0.2
ss_reflections_roughness = true
ssao_enabled = false
ssao_radius = 1.0
ssao_intensity = 1.0
ssao_radius2 = 0.0
ssao_intensity2 = 1.0
ssao_bias = 0.01
ssao_light_affect = 0.0
ssao_color = Color( 0, 0, 0, 1 )
ssao_quality = 0
ssao_blur = 3
ssao_edge_sharpness = 4.0
dof_blur_far_enabled = false
dof_blur_far_distance = 10.0
dof_blur_far_transition = 5.0
dof_blur_far_amount = 0.1
dof_blur_far_quality = 1
dof_blur_near_enabled = false
dof_blur_near_distance = 2.0
dof_blur_near_transition = 1.0
dof_blur_near_amount = 0.1
dof_blur_near_quality = 1
glow_enabled = false
glow_levels/1 = false
glow_levels/2 = false
glow_levels/3 = true
glow_levels/4 = false
glow_levels/5 = true
glow_levels/6 = false
glow_levels/7 = false
glow_intensity = 0.8
glow_strength = 1.0
glow_bloom = 0.0
glow_blend_mode = 2
glow_hdr_threshold = 1.0
glow_hdr_scale = 2.0
glow_bicubic_upscale = false
adjustment_enabled = false
adjustment_brightness = 1.0
adjustment_contrast = 1.0
adjustment_saturation = 1.0

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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/godotea.png-418ef4f4be671d254e4230569960266a.stex"
[deps]
source_file="res://godotea.png"
source_md5="2aff20dcb71d855c595ac3520425109f"
dest_files=[ "res://.import/godotea.png-418ef4f4be671d254e4230569960266a.stex" ]
dest_md5="d8cfb53d0f75ac9996988654b4ee71d3"
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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2d/sprite_shaders/icon.png Normal file

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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
[deps]
source_file="res://icon.png"
source_md5="9830477e08637bb08b61910478973fcb"
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
dest_md5="5b0e07992d64807655cea54b12c03c41"
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=3
[application]
config/name="2D Shaders for Sprites"
run/main_scene="res://sprite_shaders.tscn"
config/icon="res://icon.png"
[rendering]
environment/default_environment="res://default_env.tres"

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[gd_scene load_steps=23 format=2]
[ext_resource path="res://godotea.png" type="Texture" id=1]
[sub_resource type="Shader" id=1]
code = "shader_type canvas_item;
uniform float outline_width=2.0;
uniform vec4 outline_color: hint_color;
void fragment(){
vec4 col = texture(TEXTURE,UV);
vec2 ps = TEXTURE_PIXEL_SIZE;
float a;
float maxa=col.a;
float mina=col.a;
a=texture(TEXTURE,UV+vec2(0,-outline_width)*ps).a;
maxa=max(a,maxa);
mina=min(a,mina);
a=texture(TEXTURE,UV+vec2(0,outline_width)*ps).a;
maxa=max(a,maxa);
mina=min(a,mina);
a=texture(TEXTURE,UV+vec2(-outline_width,0)*ps).a;
maxa=max(a,maxa);
mina=min(a,mina);
a=texture(TEXTURE,UV+vec2(outline_width,0)*ps).a;
maxa=max(a,maxa);
mina=min(a,mina);
COLOR=mix(col,outline_color,maxa-mina);
}"
[sub_resource type="ShaderMaterial" id=2]
render_priority = 0
shader = SubResource( 1 )
shader_param/outline_width = null
shader_param/outline_color = Color( 0, 1, 0.109375, 1 )
_sections_unfolded = [ "shader_param" ]
[sub_resource type="ShaderMaterial" id=3]
render_priority = 0
[sub_resource type="Shader" id=4]
code = "shader_type canvas_item;
uniform float outline_width = 2.0;
uniform vec4 outline_color: hint_color;
void fragment(){
vec4 col = texture(TEXTURE, UV);
vec2 ps = TEXTURE_PIXEL_SIZE;
float a;
float maxa = col.a;
float mina = col.a;
a = texture(TEXTURE, UV + vec2(0, -outline_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(0, outline_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(-outline_width,0)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(outline_width, 0)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
COLOR = mix(col, outline_color, maxa-mina);
}"
[sub_resource type="ShaderMaterial" id=5]
render_priority = 0
shader = SubResource( 4 )
shader_param/outline_width = 4.0
shader_param/outline_color = Color( 0, 0, 0, 1 )
_sections_unfolded = [ "Resource", "shader_param" ]
[sub_resource type="Shader" id=6]
code = "shader_type canvas_item;
render_mode blend_premul_alpha;
//this shader only works properly with premultiplied alpha blend mode
uniform float aura_width = 2.0;
uniform vec4 aura_color:hint_color;
void fragment(){
vec4 col = texture(TEXTURE, UV);
vec2 ps = TEXTURE_PIXEL_SIZE;
float a;
float maxa = col.a;
float mina = col.a;
a = texture(TEXTURE, UV + vec2(0, -aura_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(0, aura_width)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(-aura_width, 0)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
a = texture(TEXTURE, UV + vec2(aura_width, 0)*ps).a;
maxa = max(a, maxa);
mina = min(a, mina);
col.rgb *= col.a;
COLOR = col;
float auraa = (maxa-mina);
COLOR.rgb += aura_color.rgb*(auraa);
}"
[sub_resource type="ShaderMaterial" id=7]
render_priority = 0
shader = SubResource( 6 )
shader_param/aura_width = 6.0
shader_param/aura_color = Color( 0.143326, 0.33235, 0.677765, 0.442 )
_sections_unfolded = [ "shader_param" ]
[sub_resource type="Shader" id=8]
code = "shader_type canvas_item;
render_mode blend_mix;
uniform float radius = 4.0;
void fragment(){
vec4 col = texture(TEXTURE, UV);
vec2 ps = TEXTURE_PIXEL_SIZE;
col += texture(TEXTURE, UV + vec2(0, -radius)*ps);
col += texture(TEXTURE, UV + vec2(0, radius)*ps);
col += texture(TEXTURE, UV + vec2(-radius, 0)*ps);
col += texture(TEXTURE, UV + vec2(radius, 0)*ps);
col /= 5.0;
COLOR = col;
}"
[sub_resource type="ShaderMaterial" id=9]
render_priority = 0
shader = SubResource( 8 )
shader_param/radius = 4.0
_sections_unfolded = [ "shader_param" ]
[sub_resource type="Shader" id=10]
code = "shader_type canvas_item;
render_mode blend_mix;
uniform float fattyness = 2.0;
void fragment(){
vec2 ruv = UV - vec2(0.5,0.5);
vec2 dir = normalize(ruv);
float len = length(ruv);
len = pow(len*2.0, fattyness)*0.5;
ruv = len*dir;
vec4 col = texture(TEXTURE, ruv + vec2(0.5, 0.5));
COLOR = col;
}"
[sub_resource type="ShaderMaterial" id=11]
render_priority = 0
shader = SubResource( 10 )
shader_param/fattyness = 3.0
_sections_unfolded = [ "shader_param" ]
[sub_resource type="Shader" id=12]
code = "shader_type canvas_item;
render_mode blend_mix;
uniform float radius = 5.0;
uniform vec4 modulate:hint_color;
void fragment(){
vec2 ps = TEXTURE_PIXEL_SIZE;
vec4 shadow = texture(TEXTURE, UV + vec2(-radius, -radius)*ps);
shadow += texture(TEXTURE, UV + vec2(-radius, 0)*ps);
shadow += texture(TEXTURE, UV + vec2(-radius, radius)*ps);
shadow += texture(TEXTURE, UV + vec2(0, -radius)*ps);
shadow += texture(TEXTURE, UV + vec2(0, radius)*ps);
shadow += texture(TEXTURE, UV + vec2(radius, -radius)*ps);
shadow += texture(TEXTURE, UV + vec2(radius, 0)*ps);
shadow += texture(TEXTURE, UV + vec2(radius, radius)*ps);
shadow /= 8.0;
shadow *= modulate;
vec4 col = texture(TEXTURE, UV);
COLOR = mix(shadow, col, col.a);
}"
[sub_resource type="ShaderMaterial" id=13]
render_priority = 0
shader = SubResource( 12 )
shader_param/radius = 8.0
shader_param/modulate = Color( 0, 0, 0, 0.501961 )
_sections_unfolded = [ "shader_param" ]
[sub_resource type="Shader" id=14]
code = "shader_type canvas_item;
render_mode blend_mix;
uniform vec2 offset = vec2(8,8);
uniform vec4 modulate:hint_color;
void fragment(){
vec2 ps = TEXTURE_PIXEL_SIZE;
vec4 shadow = vec4(modulate.rgb, texture(TEXTURE, UV - offset*ps).a*modulate.a);
vec4 col = texture(TEXTURE, UV);
COLOR = mix(shadow, col, col.a);
}"
[sub_resource type="ShaderMaterial" id=15]
render_priority = 0
shader = SubResource( 14 )
shader_param/offset = Vector2( 20, 20 )
shader_param/modulate = Color( 0.90625, 0.269043, 0.746948, 1 )
_sections_unfolded = [ "shader_param" ]
[sub_resource type="Shader" id=16]
code = "shader_type canvas_item;
render_mode blend_mix;
uniform vec4 modulate:hint_color;
void fragment(){
COLOR = vec4(modulate.rgb, texture(TEXTURE, UV).a*modulate.a);
}"
[sub_resource type="ShaderMaterial" id=17]
render_priority = 0
shader = SubResource( 16 )
shader_param/modulate = Color( 1, 0.0234375, 0.481201, 0.596706 )
_sections_unfolded = [ "shader_param" ]
[sub_resource type="Shader" id=18]
code = "shader_type canvas_item;
render_mode blend_premul_alpha;
uniform float radius = 2.0;
uniform float amount = 0.6;
void fragment(){
float r = radius;
vec2 ps = TEXTURE_PIXEL_SIZE;
vec4 col = texture(TEXTURE, UV);
vec4 glow = col;
glow += texture(TEXTURE, UV + vec2(-r, -r)*ps);
glow += texture(TEXTURE, UV + vec2(-r, 0)*ps);
glow += texture(TEXTURE, UV + vec2(-r, r)*ps);
glow += texture(TEXTURE, UV + vec2(0, -r)*ps);
glow += texture(TEXTURE, UV + vec2(0, r)*ps);
glow += texture(TEXTURE, UV + vec2(r, -r)*ps);
glow += texture(TEXTURE, UV + vec2(r, 0)*ps);
glow += texture(TEXTURE, UV + vec2(r, r)*ps);
r *= 2.0;
glow += texture(TEXTURE, UV + vec2(-r, -r)*ps);
glow += texture(TEXTURE, UV + vec2(-r, 0)*ps);
glow += texture(TEXTURE, UV + vec2(-r, r)*ps);
glow += texture(TEXTURE, UV + vec2(0, -r)*ps);
glow += texture(TEXTURE, UV + vec2(0, r)*ps);
glow += texture(TEXTURE, UV + vec2(r, -r)*ps);
glow += texture(TEXTURE, UV + vec2(r, 0)*ps);
glow += texture(TEXTURE, UV + vec2(r, r)*ps);
glow /= 17.0;
glow *= amount;
col.rgb *= col.a;
COLOR = glow + col;
}"
[sub_resource type="ShaderMaterial" id=19]
render_priority = 0
shader = SubResource( 18 )
shader_param/radius = 12.0
shader_param/amount = 0.5
_sections_unfolded = [ "shader_param" ]
[sub_resource type="Shader" id=20]
code = "shader_type canvas_item;
render_mode blend_mix;
uniform float amount = 20.0;
void fragment(){
vec2 uv = UV*0.05;
float a = fract(sin(dot(UV, vec2(12.9898, 78.233)))*438.5453);
vec4 col = texture(TEXTURE, UV);
col.a *= pow(a, amount);
COLOR = col;
}"
[sub_resource type="ShaderMaterial" id=21]
render_priority = 0
shader = SubResource( 20 )
shader_param/amount = 4.0
_sections_unfolded = [ "shader_param" ]
[node name="shaders" type="Node2D" index="0"]
material = SubResource( 2 )
position = Vector2( 263.737, 179.444 )
scale = Vector2( 0.3, 0.3 )
_sections_unfolded = [ "Material", "Region", "Transform" ]
[node name="normal" type="Sprite" parent="." index="0"]
material = SubResource( 3 )
position = Vector2( -2.16144, 0 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Offset" ]
[node name="outline" type="Sprite" parent="." index="1"]
material = SubResource( 5 )
position = Vector2( 400, 0 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Transform" ]
[node name="aura" type="Sprite" parent="." index="2"]
material = SubResource( 7 )
position = Vector2( 800, 0 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Animation", "Material", "Offset", "Region", "Transform", "Visibility", "Z Index" ]
[node name="blur" type="Sprite" parent="." index="3"]
material = SubResource( 9 )
position = Vector2( 1200, 0 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Transform" ]
[node name="fatty" type="Sprite" parent="." index="4"]
material = SubResource( 11 )
position = Vector2( 1600, 0 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Transform" ]
[node name="dropshadow" type="Sprite" parent="." index="5"]
material = SubResource( 13 )
position = Vector2( 0, 800 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Transform" ]
[node name="offsetshadow" type="Sprite" parent="." index="6"]
material = SubResource( 15 )
position = Vector2( 400, 800 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Transform" ]
[node name="silouette" type="Sprite" parent="." index="7"]
material = SubResource( 17 )
position = Vector2( 800, 800 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Transform" ]
[node name="glow" type="Sprite" parent="." index="8"]
material = SubResource( 19 )
position = Vector2( 1200, 800 )
texture = ExtResource( 1 )
_sections_unfolded = [ "Material", "Transform", "Z Index" ]
[node name="dissintegrate" type="Sprite" parent="." index="9"]
material = SubResource( 21 )
position = Vector2( 1600, 800 )
texture = ExtResource( 1 )
region_rect = Rect2( 141, 115, 39, 6 )
_sections_unfolded = [ "Material", "Transform" ]