Modify shader example to show using built-in includes (#1086)

This commit is contained in:
Bastiaan Olij
2025-10-02 17:04:11 +10:00
committed by GitHub
parent 10eb2807b8
commit 711822a319
6 changed files with 88 additions and 27 deletions

View File

@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.cte
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -25,6 +27,10 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false

View File

@@ -20,4 +20,3 @@ Shader effect: %s
"Enabled" if compositor.compositor_effects[0].enabled else "Disabled",
"Enabled" if compositor.compositor_effects[1].enabled else "Disabled",
]

View File

@@ -35,8 +35,13 @@ effect_callback_type = 4
needs_motion_vectors = false
needs_normal_roughness = false
script = ExtResource("1_rkpno")
shader_code = " // Invert color.
color.rgb = vec3(1.0 - color.r, 1.0 - color.g, 1.0 - color.b);
shader_code = "// Unproject
vec4 unproj = vec4(uv_norm * 2.0 - 1.0, depth, 1.0);
mat4 inv_projection_matrix = scene_data_block.data.inv_projection_matrix_view[view];
vec4 vertex = inv_projection_matrix * unproj;
vertex.xyz = vertex.xyz / vertex.w;
color.rgb = clamp(vec3(vertex.x/20.0, vertex.y/20.0, -vertex.z/20.0), 0.0, 1.0);
"
[sub_resource type="Compositor" id="Compositor_xxhi4"]

View File

@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/pattern.png-888ea151ee9fa7a079d3252596260765.
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@@ -25,6 +27,10 @@ mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false

View File

@@ -2,30 +2,46 @@
class_name PostProcessShader
extends CompositorEffect
const template_shader := """#version 450
const TEMPLATE_SHADER: String = """#version 450
#define MAX_VIEWS 2
#include "godot/scene_data_inc.glsl"
// Invocations in the (x, y, z) dimension.
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(rgba16f, set = 0, binding = 0) uniform image2D color_image;
layout(set = 0, binding = 0, std140) uniform SceneDataBlock {
SceneData data;
SceneData prev_data;
}
scene_data_block;
layout(rgba16f, set = 0, binding = 1) uniform image2D color_image;
layout(set = 0, binding = 2) uniform sampler2D depth_texture;
// Our push constant.
// Must be aligned to 16 bytes, just like the push constant we passed from the script.
layout(push_constant, std430) uniform Params {
vec2 raster_size;
vec2 pad;
float view;
float pad;
} params;
// The code we want to execute in each invocation.
void main() {
ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
ivec2 size = ivec2(params.raster_size);
int view = int(params.view);
if (uv.x >= size.x || uv.y >= size.y) {
return;
}
vec2 uv_norm = vec2(uv) / params.raster_size;
vec4 color = imageLoad(color_image, uv);
float depth = texture(depth_texture, uv_norm).r;
#COMPUTE_CODE
@@ -42,9 +58,10 @@ void main() {
var rd: RenderingDevice
var shader: RID
var pipeline: RID
var nearest_sampler: RID
var mutex := Mutex.new()
var shader_is_dirty := true
var shader_is_dirty: bool = true
func _init() -> void:
@@ -58,7 +75,9 @@ func _notification(what: int) -> void:
if what == NOTIFICATION_PREDELETE:
if shader.is_valid():
# Freeing our shader will also free any dependents such as the pipeline!
rd.free_rid(shader)
RenderingServer.free_rid(shader)
if nearest_sampler.is_valid():
rd.free_rid(nearest_sampler)
#region Code in this region runs on the rendering thread.
@@ -67,7 +86,7 @@ func _check_shader() -> bool:
if not rd:
return false
var new_shader_code := ""
var new_shader_code: String = ""
# Check if our shader is dirty.
mutex.lock()
@@ -81,7 +100,7 @@ func _check_shader() -> bool:
return pipeline.is_valid()
# Apply template.
new_shader_code = template_shader.replace("#COMPUTE_CODE", new_shader_code);
new_shader_code = TEMPLATE_SHADER.replace("#COMPUTE_CODE", new_shader_code);
# Out with the old.
if shader.is_valid():
@@ -93,7 +112,7 @@ func _check_shader() -> bool:
var shader_source := RDShaderSource.new()
shader_source.language = RenderingDevice.SHADER_LANGUAGE_GLSL
shader_source.source_compute = new_shader_code
var shader_spirv : RDShaderSPIRV = rd.shader_compile_spirv_from_source(shader_source)
var shader_spirv: RDShaderSPIRV = rd.shader_compile_spirv_from_source(shader_source)
if shader_spirv.compile_error_compute != "":
push_error(shader_spirv.compile_error_compute)
@@ -114,8 +133,9 @@ func _render_callback(p_effect_callback_type: EffectCallbackType, p_render_data:
if rd and p_effect_callback_type == EFFECT_CALLBACK_TYPE_POST_TRANSPARENT and _check_shader():
# Get our render scene buffers object, this gives us access to our render buffers.
# Note that implementation differs per renderer hence the need for the cast.
var render_scene_buffers := p_render_data.get_render_scene_buffers()
if render_scene_buffers:
var render_scene_buffers: RenderSceneBuffers = p_render_data.get_render_scene_buffers()
var scene_data: RenderSceneData = p_render_data.get_render_scene_data()
if render_scene_buffers and scene_data:
# Get our render size, this is the 3D render resolution!
var size: Vector2i = render_scene_buffers.get_internal_size()
if size.x == 0 and size.y == 0:
@@ -123,10 +143,10 @@ func _render_callback(p_effect_callback_type: EffectCallbackType, p_render_data:
# We can use a compute shader here.
@warning_ignore("integer_division")
var x_groups := (size.x - 1) / 8 + 1
var x_groups: int = (size.x - 1) / 8 + 1
@warning_ignore("integer_division")
var y_groups := (size.y - 1) / 8 + 1
var z_groups := 1
var y_groups: int = (size.y - 1) / 8 + 1
var z_groups: int = 1
# Create push constant.
# Must be aligned to 16 bytes and be in the same order as defined in the shader.
@@ -137,23 +157,48 @@ func _render_callback(p_effect_callback_type: EffectCallbackType, p_render_data:
0.0,
])
# Make sure we have a sampler.
if not nearest_sampler.is_valid():
var sampler_state: RDSamplerState = RDSamplerState.new()
sampler_state.min_filter = RenderingDevice.SAMPLER_FILTER_NEAREST
sampler_state.mag_filter = RenderingDevice.SAMPLER_FILTER_NEAREST
nearest_sampler = rd.sampler_create(sampler_state)
# Loop through views just in case we're doing stereo rendering. No extra cost if this is mono.
var view_count: int = render_scene_buffers.get_view_count()
for view in view_count:
# Get the RID for our scene data buffer.
var scene_data_buffers: RID = scene_data.get_uniform_buffer()
# Get the RID for our color image, we will be reading from and writing to it.
var input_image: RID = render_scene_buffers.get_color_layer(view)
var color_image: RID = render_scene_buffers.get_color_layer(view)
# Get the RID for our depth image, we will be reading from it.
var depth_image: RID = render_scene_buffers.get_depth_layer(view)
# Create a uniform set, this will be cached, the cache will be cleared if our viewports configuration is changed.
var uniform := RDUniform.new()
uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
uniform.binding = 0
uniform.add_id(input_image)
var uniform_set := UniformSetCacheRD.get_cache(shader, 0, [uniform])
var scene_data_uniform := RDUniform.new()
scene_data_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_UNIFORM_BUFFER
scene_data_uniform.binding = 0
scene_data_uniform.add_id(scene_data_buffers)
var color_uniform := RDUniform.new()
color_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
color_uniform.binding = 1
color_uniform.add_id(color_image)
var depth_uniform := RDUniform.new()
depth_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_SAMPLER_WITH_TEXTURE
depth_uniform.binding = 2
depth_uniform.add_id(nearest_sampler)
depth_uniform.add_id(depth_image)
var uniform_set_rid: RID = UniformSetCacheRD.get_cache(shader, 0, [scene_data_uniform, color_uniform, depth_uniform])
# Set our view.
push_constant[2] = view
# Run our compute shader.
var compute_list := rd.compute_list_begin()
var compute_list: int = rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, pipeline)
rd.compute_list_bind_uniform_set(compute_list, uniform_set, 0)
rd.compute_list_bind_uniform_set(compute_list, uniform_set_rid, 0)
rd.compute_list_set_push_constant(compute_list, push_constant.to_byte_array(), push_constant.size() * 4)
rd.compute_list_dispatch(compute_list, x_groups, y_groups, z_groups)
rd.compute_list_end()

View File

@@ -12,7 +12,7 @@ config_version=5
config/name="Compositor Effects (Post-Processing)"
run/main_scene="res://main.tscn"
config/features=PackedStringArray("4.4", "Forward Plus")
config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg"
[debug]
@@ -28,12 +28,12 @@ window/stretch/aspect="expand"
toggle_grayscale_effect={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":71,"physical_keycode":0,"key_label":0,"unicode":103,"location":0,"echo":false,"script":null)
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":71,"key_label":0,"unicode":103,"location":0,"echo":false,"script":null)
]
}
toggle_shader_effect={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":83,"physical_keycode":0,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
]
}