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