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35 lines
1.2 KiB
Plaintext
35 lines
1.2 KiB
Plaintext
shader_type spatial;
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render_mode depth_draw_opaque, cull_disabled, depth_prepass_alpha;
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uniform sampler2D texture_albedo : source_color, filter_nearest;
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uniform sampler2D normal_map : hint_normal;
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uniform float outline_thickness : hint_range(0.001, 0.05) = 0.1;
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uniform vec4 outline_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
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void fragment() {
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vec2 uv = UV;
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vec4 center = texture(texture_albedo, uv);
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float threshold = 0.1;
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float outline = 0.0;
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vec2 offset = vec2(outline_thickness, 0.0);
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outline += step(threshold, texture(texture_albedo, uv + offset).a);
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outline += step(threshold, texture(texture_albedo, uv - offset).a);
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outline += step(threshold, texture(texture_albedo, uv + vec2(0.0, outline_thickness)).a);
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outline += step(threshold, texture(texture_albedo, uv - vec2(0.0, outline_thickness)).a);
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if (center.a < threshold && outline > 0.0) {
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ALBEDO = outline_color.rgb;
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ALPHA = 1.0;
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EMISSION = outline_color.rgb * 4.0;
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} else {
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ALBEDO = center.rgb;
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ALPHA = center.a;
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vec3 normal_tex = texture(normal_map, UV).rgb;
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normal_tex = -(normal_tex * 2.0 - 1.0);
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NORMAL = normalize(TANGENT * normal_tex.x + BINORMAL * normal_tex.y + NORMAL * normal_tex.z);
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}
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}
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