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godot-docs/tutorials/shaders/using_viewport_as_texture.rst

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.. _doc_viewport_as_texture:
Using a SubViewport as a texture
================================
Introduction
------------
This tutorial will introduce you to using the :ref:`SubViewport <class_SubViewport>` as a
texture that can be applied to 3D objects. In order to do so, it will walk you through the process
of making a procedural planet like the one below:
.. image:: img/planet_example.png
.. note:: This tutorial does not cover how to code a dynamic atmosphere like the one this planet has.
This tutorial assumes you are familiar with how to set up a basic scene including:
a :ref:`Camera3D <class_Camera3D>`, a :ref:`light source <class_OmniLight3D>`, a
:ref:`MeshInstance3D <class_MeshInstance3D>` with a :ref:`Primitive Mesh <class_PrimitiveMesh>`,
and applying a :ref:`StandardMaterial3D <class_StandardMaterial3D>` to the mesh. The focus will be on using
the :ref:`SubViewport <class_SubViewport>` to dynamically create textures that can be applied to the mesh.
In this tutorial, we'll cover the following topics:
- How to use a :ref:`SubViewport <class_SubViewport>` as a render texture
- Mapping a texture to a sphere with equirectangular mapping
- Fragment shader techniques for procedural planets
- Setting a Roughness map from a :ref:`Viewport Texture <class_ViewportTexture>`
Setting up the scene
--------------------
Create a new scene and add the following nodes exactly as shown below.
.. image:: img/viewport_texture_node_tree.webp
Go into the the MeshInstance3D and make the mesh a SphereMesh
Setting up the SubViewport
--------------------------
Click on the :ref:`SubViewport <class_SubViewport>` node and set its size to ``(1024, 512)``. The
:ref:`SubViewport <class_SubViewport>` can actually be any size so long as the width is double the
height. The width needs to be double the height so that the image will accurately map onto the
sphere, as we will be using equirectangular projection, but more on that later.
Next disable 3D. We will be using a :ref:`ColorRect <class_ColorRect>` to render the surface, so
we don't need 3D either.
.. image:: img/planet_new_viewport.webp
Select the :ref:`ColorRect <class_ColorRect>` and in the inspector set the anchors preset to ``Full Rect``.
This will ensure that the :ref:`ColorRect <class_ColorRect>` takes up the entire :ref:`SubViewport <class_SubViewport>`.
.. image:: img/planet_new_colorrect.webp
Next, we add a :ref:`Shader Material <class_ShaderMaterial>` to the :ref:`ColorRect <class_ColorRect>` (ColorRect > CanvasItem > Material > Material > ``New ShaderMaterial``).
.. note:: Basic familiarity with shading is recommended for this tutorial. However, even if you are new
to shaders, all the code will be provided, so you should have no problem following along.
Click the dropdown menu button for the shader material and click / Edit. From here go to Shader > ``New Shader``.
give it a name and click "Create". click the shader in the inspector to open the shader editor. Delete the default code
and add the following:
.. code-block:: glsl
shader_type canvas_item;
void fragment() {
COLOR = vec4(UV.x, UV.y, 0.5, 1.0);
}
save the shader code, you'll see in the inspector that the above code renders a gradient like the one below.
.. image:: img/planet_gradient.png
Now we have the basics of a :ref:`SubViewport <class_SubViewport>` that we render to and we have a unique image that we can
apply to the sphere.
Applying the texture
--------------------
Now go into the :ref:`MeshInstance3D <class_MeshInstance3D>` and add a :ref:`StandardMaterial3D <class_StandardMaterial3D>`
to it. No need for a special :ref:`Shader Material <class_ShaderMaterial>` (although that would be a good idea
for more advanced effects, like the atmosphere in the example above).
MeshInstance3D > GeometryInstance > Geometry > Material Override > ``New StandardMaterial3D``
Then click the dropdown for the StandardMaterial3D and click "Edit"
Go to the "Resource" section and check the ``Local to scene`` box. Then, go to the "Albedo" section
and click beside the "Texture" property to add an Albedo Texture. Here we will apply the texture we made.
Choose "New ViewportTexture"
.. image:: img/planet_new_viewport_texture.webp
Click on the ViewportTexture you just created in the inspector, then click "Assign".
Then, from the menu that pops up, select the Viewport that we rendered to earlier.
.. image:: img/planet_pick_viewport_texture.webp
Your sphere should now be colored in with the colors we rendered to the Viewport.
.. image:: img/planet_seam.webp
Notice the ugly seam that forms where the texture wraps around? This is because we are picking
a color based on UV coordinates and UV coordinates do not wrap around the texture. This is a classic
problem in 2D map projection. Game developers often have a 2-dimensional map they want to project
onto a sphere, but when it wraps around, it has large seams. There is an elegant workaround for this
problem that we will illustrate in the next section.
Making the planet texture
-------------------------
So now, when we render to our :ref:`SubViewport <class_SubViewport>`, it appears magically on the sphere. But there is an ugly
seam created by our texture coordinates. So how do we get a range of coordinates that wrap around
the sphere in a nice way? One solution is to use a function that repeats on the domain of our texture.
``sin`` and ``cos`` are two such functions. Let's apply them to the texture and see what happens. Replace the
existing color code in the shader with the following:
.. code-block:: glsl
COLOR.xyz = vec3(sin(UV.x * 3.14159 * 4.0) * cos(UV.y * 3.14159 * 4.0) * 0.5 + 0.5);
.. image:: img/planet_sincos.webp
Not too bad. If you look around, you can see that the seam has now disappeared, but in its place, we
have pinching at the poles. This pinching is due to the way Godot maps textures to spheres in its
:ref:`StandardMaterial3D <class_StandardMaterial3D>`. It uses a projection technique called equirectangular
projection, which translates a spherical map onto a 2D plane.
.. note:: If you are interested in a little extra information on the technique, we will be converting from
spherical coordinates into Cartesian coordinates. Spherical coordinates map the longitude and
latitude of the sphere, while Cartesian coordinates are, for all intents and purposes, a
vector from the center of the sphere to the point.
For each pixel, we will calculate its 3D position on the sphere. From that, we will use
3D noise to determine a color value. By calculating the noise in 3D, we solve the problem
of the pinching at the poles. To understand why, picture the noise being calculated across the
surface of the sphere instead of across the 2D plane. When you calculate across the
surface of the sphere, you never hit an edge, and hence you never create a seam or
a pinch point on the pole. The following code converts the ``UVs`` into Cartesian
coordinates.
.. code-block:: glsl
float theta = UV.y * 3.14159;
float phi = UV.x * 3.14159 * 2.0;
vec3 unit = vec3(0.0, 0.0, 0.0);
unit.x = sin(phi) * sin(theta);
unit.y = cos(theta) * -1.0;
unit.z = cos(phi) * sin(theta);
unit = normalize(unit);
And if we use ``unit`` as an output ``COLOR`` value, we get:
.. image:: img/planet_normals.webp
Now that we can calculate the 3D position of the surface of the sphere, we can use 3D noise
to make the planet. We will be using this noise function directly from a `Shadertoy <https://www.shadertoy.com/view/Xsl3Dl>`_:
.. code-block:: glsl
vec3 hash(vec3 p) {
p = vec3(dot(p, vec3(127.1, 311.7, 74.7)),
dot(p, vec3(269.5, 183.3, 246.1)),
dot(p, vec3(113.5, 271.9, 124.6)));
return -1.0 + 2.0 * fract(sin(p) * 43758.5453123);
}
float noise(vec3 p) {
vec3 i = floor(p);
vec3 f = fract(p);
vec3 u = f * f * (3.0 - 2.0 * f);
return mix(mix(mix(dot(hash(i + vec3(0.0, 0.0, 0.0)), f - vec3(0.0, 0.0, 0.0)),
dot(hash(i + vec3(1.0, 0.0, 0.0)), f - vec3(1.0, 0.0, 0.0)), u.x),
mix(dot(hash(i + vec3(0.0, 1.0, 0.0)), f - vec3(0.0, 1.0, 0.0)),
dot(hash(i + vec3(1.0, 1.0, 0.0)), f - vec3(1.0, 1.0, 0.0)), u.x), u.y),
mix(mix(dot(hash(i + vec3(0.0, 0.0, 1.0)), f - vec3(0.0, 0.0, 1.0)),
dot(hash(i + vec3(1.0, 0.0, 1.0)), f - vec3(1.0, 0.0, 1.0)), u.x),
mix(dot(hash(i + vec3(0.0, 1.0, 1.0)), f - vec3(0.0, 1.0, 1.0)),
dot(hash(i + vec3(1.0, 1.0, 1.0)), f - vec3(1.0, 1.0, 1.0)), u.x), u.y), u.z );
}
.. note:: All credit goes to the author, Inigo Quilez. It is published under the ``MIT`` licence.
Now to use ``noise``, add the following to the ``fragment`` function:
.. code-block:: glsl
float n = noise(unit * 5.0);
COLOR.xyz = vec3(n * 0.5 + 0.5);
.. image:: img/planet_noise.webp
.. note:: In order to highlight the texture, we set the material to unshaded.
You can see now that the noise indeed wraps seamlessly around the sphere. Although this
looks nothing like the planet you were promised. So let's move onto something more colorful.
Coloring the planet
-------------------
Now to make the planet colors. While there are many ways to do this, for now, we will stick
with a gradient between water and land.
To make a gradient in GLSL, we use the ``mix`` function. ``mix`` takes two values to interpolate
between and a third argument to choose how much to interpolate between them; in essence,
it *mixes* the two values together. In other APIs, this function is often called ``lerp``.
However, ``lerp`` is typically reserved for mixing two floats together; ``mix`` can take any
values whether it be floats or vector types.
.. code-block:: glsl
COLOR.xyz = mix(vec3(0.05, 0.3, 0.5), vec3(0.9, 0.4, 0.1), n * 0.5 + 0.5);
The first color is blue for the ocean. The second color is a kind of reddish color (because
all alien planets need red terrain). And finally, they are mixed together by ``n * 0.5 + 0.5``.
``n`` smoothly varies between ``-1`` and ``1``. So we map it into the ``0-1`` range that ``mix`` expects.
Now you can see that the colors change between blue and red.
.. image:: img/planet_noise_color.webp
That is a little more blurry than we want. Planets typically have a relatively clear separation between
land and sea. In order to do that, we will change the last term to ``smoothstep(-0.1, 0.0, n)``.
And thus the whole line becomes:
.. code-block:: glsl
COLOR.xyz = mix(vec3(0.05, 0.3, 0.5), vec3(0.9, 0.4, 0.1), smoothstep(-0.1, 0.0, n));
What ``smoothstep`` does is return ``0`` if the third argument is below the first and ``1`` if the
third argument is larger than the second and smoothly blends between ``0`` and ``1`` if the third number
is between the first and the second. So in this line, ``smoothstep`` returns ``0`` whenever ``n`` is less than ``-0.1``
and it returns ``1`` whenever ``n`` is above ``0``.
.. image:: img/planet_noise_smooth.webp
One more thing to make this a little more planet-y. The land shouldn't be so blobby; let's make the edges
a little rougher. A trick that is often used in shaders to make rough looking terrain with noise is
to layer levels of noise over one another at various frequencies. We use one layer to make the
overall blobby structure of the continents. Then another layer breaks up the edges a bit, and then
another, and so on. What we will do is calculate ``n`` with four lines of shader code
instead of just one. ``n`` becomes:
.. code-block:: glsl
float n = noise(unit * 5.0) * 0.5;
n += noise(unit * 10.0) * 0.25;
n += noise(unit * 20.0) * 0.125;
n += noise(unit * 40.0) * 0.0625;
And now the planet looks like:
.. image:: img/planet_noise_fbm.webp
Making an ocean
---------------
One final thing to make this look more like a planet. The ocean and the land reflect light differently.
So we want the ocean to shine a little more than the land. We can do this by passing a fourth value
into the ``alpha`` channel of our output ``COLOR`` and using it as a Roughness map.
.. code-block:: glsl
COLOR.a = 0.3 + 0.7 * smoothstep(-0.1, 0.0, n);
This line returns ``0.3`` for water and ``1.0`` for land. This means that the land is going to be quite
rough, while the water will be quite smooth.
And then, in the material, under the "Metallic" section, make sure ``Metallic`` is set to ``0`` and
``Specular`` is set to ``1``. The reason for this is the water reflects light really well, but
isn't metallic. These values are not physically accurate, but they are good enough for this demo.
Next, under the "Roughness" section set the roughness texture to a
:ref:`Viewport Texture <class_ViewportTexture>` pointing to our planet texture :ref:`SubViewport <class_SubViewport>`.
Finally, set the ``Texture Channel`` to ``Alpha``. This instructs the renderer to use the ``alpha``
channel of our output ``COLOR`` as the ``Roughness`` value.
.. image:: img/planet_ocean.webp
You'll notice that very little changes except that the planet is no longer reflecting the sky.
This is happening because, by default, when something is rendered with an
alpha value, it gets drawn as a transparent object over the background. And since the default background
of the :ref:`SubViewport <class_SubViewport>` is opaque, the ``alpha`` channel of the
:ref:`Viewport Texture <class_ViewportTexture>` is ``1``, resulting in the planet texture being
drawn with slightly fainter colors and a ``Roughness`` value of ``1`` everywhere. To correct this, we
go into the :ref:`SubViewport <class_SubViewport>` and enable the "Transparent Bg" property. Since we are now
rendering one transparent object on top of another, we want to enable ``blend_premul_alpha``:
.. code-block:: glsl
render_mode blend_premul_alpha;
This pre-multiplies the colors by the ``alpha`` value and then blends them correctly together. Typically,
when blending one transparent color on top of another, even if the background has an ``alpha`` of ``0`` (as it
does in this case), you end up with weird color bleed issues. Setting ``blend_premul_alpha`` fixes that.
Now the planet should look like it is reflecting light on the ocean but not the land. move around the :ref:`OmniLight3D <class_OmniLight3D>`
in the scene so you can see the effect of the reflections on the ocean.
.. image:: img/planet_ocean_reflect.webp
And there you have it. A procedural planet generated using a :ref:`SubViewport <class_SubViewport>`.