open-strike-2/shaders/test.gdshader

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shader_type spatial;
render_mode unshaded;
uniform vec4 light_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
uniform sampler2D albedo_texture;
uniform float outline_width = 0.05; // Thickness of outline
uniform vec4 outline_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
void vertex() {
// Expanding vertices along normals for outlines (inverted hull technique)
if (OUTLINE_PASS) {
VERTEX += NORMAL * outline_width;
}
}
void fragment() {
vec3 light_dir = normalize(vec3(0.5, 1.0, -0.5)); // Fake directional light
vec3 norm = normalize(NORMAL);
float intensity = dot(norm, light_dir);
// Cel shading (quantized lighting levels)
float shade = smoothstep(0.1, 0.3, intensity) * 0.5 +
smoothstep(0.3, 0.6, intensity) * 0.3 +
smoothstep(0.6, 1.0, intensity) * 0.2;
// Sample texture and apply shading
vec4 tex_color = texture(albedo_texture, UV);
vec3 final_color = tex_color.rgb * shade * light_color.rgb;
// Outline pass
if (OUTLINE_PASS) {
final_color = outline_color.rgb;
}
ALBEDO = final_color;
}