shader_type spatial; render_mode depth_draw_opaque, cull_disabled; // Texture settings uniform sampler2D texture_albedo : hint_default_white, repeat_disable; uniform sampler2D texture_gradient : hint_default_white, repeat_disable; uniform sampler2D texture_noise : hint_default_white; uniform float alpha_scissor_threshold : hint_range(0.0, 1.0); uniform vec4 transmission : source_color; uniform vec4 secondary_color : source_color; uniform float secondary_attenuation = 0.2; uniform float grass_height = 1.0; // Wind settings uniform vec2 wind_direction = vec2(1, -0.5); uniform float wind_speed = 1.0; uniform float wind_strength = 2.0; uniform float noise_scale = 20.0; instance uniform float camera_bend_strength : hint_range(0.0, 3.0) = 0.2; varying float color; varying float height; void vertex() { height = VERTEX.y; float influence = smoothstep(0, 1, height / 2.0); vec4 world_pos = MODEL_MATRIX * vec4(VERTEX, 1.0); vec2 uv = world_pos.xz / (noise_scale + 1e-2); vec2 panning_uv = uv + fract(TIME * wind_direction * wind_speed); float wind = texture(texture_noise, panning_uv).r * 2.0 - 0.4; color = texture(texture_noise, uv).r; vec2 wind_offset = -wind_direction * wind_strength * influence * wind; world_pos.xz += wind_offset; world_pos.y -= wind * influence * smoothstep(0.0, height, wind_strength); //Push the top vertex away from the camera to bend the grass clump float ndotv = 1.0 - dot(vec3(0.0, 1.0, 0.0), normalize(INV_VIEW_MATRIX[1].xyz)); world_pos.xz += INV_VIEW_MATRIX[1].xz * camera_bend_strength * height * ndotv; vec4 local_pos = inverse(MODEL_MATRIX) * world_pos; local_pos.x += wind_strength * influence * cos(TIME * 1.0) / 8.0; local_pos.z += wind_strength * influence * sin(TIME * 1.5) / 8.0; VERTEX = local_pos.xyz; //NORMAL = vec3(0.0, 1.0, 0.0); } void fragment() { vec4 tex = texture(texture_albedo, UV); if (tex.a < alpha_scissor_threshold) { discard; } BACKLIGHT = transmission.rgb; vec4 gradient = texture(texture_gradient, vec2(height / grass_height, 0.0)); float secondary_weight = smoothstep(0.0, 1.0, color - secondary_attenuation); ALBEDO = tex.rbg * gradient.rgb; //ALBEDO = mix(ALBEDO, secondary_color.rgb, secondary_weight); }