Merge pull request #7236 from Piralein/shader🧙‍♂️

Your first 3D shader - update outdated images and information
This commit is contained in:
Max Hilbrunner
2023-04-28 02:53:11 +02:00
committed by GitHub
9 changed files with 22 additions and 17 deletions

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@@ -76,9 +76,9 @@ This will allow you to see the triangles making up the plane.
.. image:: img/plane.png
Now set ``Subdivide Width`` and ``Subdivide Depth`` to ``32``.
Now set ``Subdivide Width`` and ``Subdivide Depth`` of the :ref:`PlaneMesh <class_planemesh>` to ``32``.
.. image:: img/plane-sub-set.png
.. image:: img/plane-sub-set.webp
You can see that there are now many more triangles in the
:ref:`MeshInstance3D<class_MeshInstance3D>`. This will give us more vertices to work with
@@ -99,18 +99,21 @@ first Spatial shader!
Shader magic
------------
.. image:: img/shader-error.png
.. image:: img/shader-editor.webp
Notice how there is already error? This is because the shader editor reloads
shaders on the fly. The first thing Godot shaders need is a declaration of what
type of shader they are. We set the variable ``shader_type`` to ``spatial``
The new shader is already generated with a ``shader_type``
variable and the ``fragment()`` function.
The first thing Godot shaders need is a declaration
of what type of shader they are.
In this case the ``shader_type`` is set to ``spatial``
because this is a spatial shader.
.. code-block:: glsl
shader_type spatial;
Next we will define the ``vertex()`` function. The ``vertex()`` function
For now ignore the ``fragment()`` function
and define the ``vertex()`` function. The ``vertex()`` function
determines where the vertices of your :ref:`MeshInstance3D<class_MeshInstance3D>` appear in
the final scene. We will be using it to offset the height of each vertex and
make our flat plane appear like a little terrain.
@@ -177,16 +180,16 @@ This will allow you to send a noise texture to the shader. Now look in the
inspector under your material. You should see a section called "Shader Params".
If you open it up, you'll see a section called "noise".
Click beside it where it says "[empty]" and select "New NoiseTexture". Then in
your NoiseTexture click beside where it says "Noise" and select "New
NoiseTexture".
Click beside it where it says "[empty]" and select "New NoiseTexture2D". Then in
your :ref:`NoiseTexture2D <class_noisetexture2D>` click beside where it says "Noise" and select "New
FastNoiseLite".
.. note:: :ref:`FastNoiseLite <class_fastnoiselite>` is used by the NoiseTexture to
.. note:: :ref:`FastNoiseLite <class_fastnoiselite>` is used by the NoiseTexture2D to
generate a heightmap.
Once you set it up and should look like this.
.. image:: img/noise-set.png
.. image:: img/noise-set.webp
Now, access the noise texture using the ``texture()`` function. ``texture()``
takes a texture as the first argument and a ``vec2`` for the position on the
@@ -201,8 +204,10 @@ this case we'll use the ``r``, or ``x`` channel.
.. code-block:: glsl
float height = texture(noise, VERTEX.xz / 2.0 + 0.5).x;
VERTEX.y += height;
void vertex() {
float height = texture(noise, VERTEX.xz / 2.0 + 0.5).x;
VERTEX.y += height;
}
Note: ``xyzw`` is the same as ``rgba`` in GLSL, so instead of ``texture().x``
above, we could use ``texture().r``. See the `OpenGL documentation
@@ -304,10 +309,10 @@ do that by passing in a second noise texture.
uniform sampler2D normalmap;
Set this second uniform texture to another NoiseTexture with another
FastNoiseLite. But this time, check **As Normalmap**.
Set this second uniform texture to another :ref:`NoiseTexture2D <class_noisetexture2D>` with another
:ref:`FastNoiseLite <class_fastnoiselite>`. But this time, check **As Normalmap**.
.. image:: img/normal-set.png
.. image:: img/normal-set.webp
Now, because this is a normalmap and not a per-vertex normal, we are going to
assign it in the ``fragment()`` function. The ``fragment()`` function will be