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godot-demo-projects/3d/sprites/shaders/paper_emission.gdshader

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