Add screen shader

This commit is contained in:
Spencer Killen 2023-08-19 10:45:09 -06:00
parent af90e9390a
commit 8560d4ac4d
Signed by: sjkillen
GPG Key ID: F307025B65C860BA
6 changed files with 239 additions and 12 deletions

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@ -0,0 +1,165 @@
shader_type canvas_item;
// Color space code from
// HSV: https://godotshaders.com/shader/hsv-adjustment/
// LAB/XYZ: https://gist.github.com/msbarry/cd98f928542f5152111a
// Note: don't use the XYZ space, but sources use it to convert to LAB
uniform sampler2D screen_texture : hint_screen_texture;
uniform float param : hint_range(0.0, 255.0, 1.0);
uniform float param2 : hint_range(0.0, 255.0, 1.0);
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
vec3 rgb2xyz(vec3 c) {
float R = ((c.r > 0.04045) ? pow((( c.r + 0.055 ) / 1.055), 2.4) : (c.r / 12.92)) * 100.0;
float G = ((c.g > 0.04045) ? pow((( c.g + 0.055 ) / 1.055), 2.4) : (c.g / 12.92)) * 100.0;
float B = ((c.b > 0.04045) ? pow((( c.b + 0.055 ) / 1.055), 2.4) : (c.b / 12.92)) * 100.0;
float X = R * 0.4124 + G * 0.3576 + B * 0.1805;
float Y = R * 0.2126 + G * 0.7152 + B * 0.0722;
float Z = R * 0.0193 + G * 0.1192 + B * 0.9505;
return vec3(X, Y, Z);
}
vec3 xyz2rgb(vec3 c) {
float X = c.x / 100.0;
float Y = c.y / 100.0;
float Z = c.z / 100.0;
float R = X * 3.2406 + Y * -1.5372 + Z * -0.4986;
float G = X * -0.9689 + Y * 1.8758 + Z * 0.0415;
float B = X * 0.0557 + Y * -0.2040 + Z * 1.0570;
R = ((R > 0.0031308) ? (1.055 * ( pow( R, 1./2.4 ) ) - 0.055) : (12.92 * R));
G = ((G > 0.0031308) ? (1.055 * ( pow( G, 1./2.4 ) ) - 0.055) : (12.92 * G));
B = ((B > 0.0031308) ? (1.055 * ( pow( B, 1./2.4 ) ) - 0.055) : (12.92 * B));
return vec3(R, G, B);
}
vec3 xyz2lab(vec3 c) {
float X = c.x / 95.047;
float Y = c.y / 100.0;
float Z = c.z / 108.883;
X = ((X > 0.008856) ? (pow( X, 1./3.)) : (( 7.787 * X ) + ( 16./116.)));
Y = ((Y > 0.008856) ? (pow( Y, 1./3.)) : (( 7.787 * Y ) + ( 16./116.)));
Z = ((Z > 0.008856) ? (pow( Z, 1./3.)) : (( 7.787 * Z ) + ( 16./116.)));
float L = ( 116. * Y ) - 16.;
float a = 500. * ( X - Y );
float b = 200. * ( Y - Z );
return vec3(L, a, b);
}
vec3 lab2xyz(vec3 c) {
float L = c.x;
float a = c.y;
float b = c.z;
float Y = ( L + 16. ) / 116.;
float X = a / 500. + Y;
float Z = Y - b / 200.;
Y = ((pow(Y,3.) > 0.008856) ? (pow(Y,3.)) : ((Y - 16. / 116.) / 7.787));
X = ((pow(X,3.) > 0.008856) ? (pow(X,3.)) : ((X - 16. / 116.) / 7.787));
Z = ((pow(Z,3.) > 0.008856) ? (pow(Z,3.)) : ((Z - 16. / 116.) / 7.787));
float ref_X = 95.047;
float ref_Y = 100.0;
float ref_Z = 108.883;
return vec3(ref_X * X, ref_Y * Y, ref_Z * Z);
}
vec3 band_colors(vec3 rgb)
{
return round(rgb * param) / param;
}
vec3 band_colors_preserve_hue_lum(vec3 rgb, float ncolors)
{
vec3 hsv = rgb2hsv(rgb);
hsv.r = round(hsv.r * ncolors) / ncolors;
vec3 lab = xyz2lab(rgb2xyz(rgb));
lab.r = round(lab.r * (ncolors / 100.0)) / (ncolors / 100.0);
// Into HSV
vec2 sv = rgb2hsv(xyz2rgb(lab2xyz(lab))).gb;
hsv.gb = sv;
return hsv2rgb(hsv);
}
uniform float scale = 2.0;
uniform int grid = 5;
vec3 band_dither(vec3 rgb, vec2 uv)
{
uv *= (1.0 / scale);
int x = int(mod(uv.x, float(grid))) + 1;
int y = int(mod(uv.y, float(grid))) + 1;
vec3 hsv = rgb2hsv(rgb);
int g = int(round(mix(float(grid), float(2), fract(hsv.r * param))));
if (x % g == 0 && y % g == 0) {
hsv.r = ceil(hsv.r * param) / param;
} else {
hsv.r = floor(hsv.r * param) / param;
}
vec3 lab = xyz2lab(rgb2xyz(rgb));
if (x % g == 0 && y % g == 0) {
lab.r = ceil(lab.r * (param / 100.0)) / (param / 100.0);
} else {
lab.r = floor(lab.r * (param / 100.0)) / (param / 100.0);
}
// Into HSV
vec2 sv = rgb2hsv(xyz2rgb(lab2xyz(lab))).gb;
hsv.gb = sv;
return hsv2rgb(hsv);
}
uniform float anim_period : hint_range(0.1, 5, 0.01);
void fragment()
{
vec3 rgb = texture(screen_texture, SCREEN_UV).rgb;
vec3 band1 = band_colors_preserve_hue_lum(rgb, param);
vec3 band2 = band_colors_preserve_hue_lum(rgb, param2);
float weight = mod(TIME, anim_period) / anim_period;
float double_weight = mod(TIME, anim_period*2.0) / (anim_period*2.0);
weight = double_weight > 0.5 ? (1.-weight) : weight;
vec3 mixed = mix(band1, band2, weight);
COLOR.rgb = mixed;
//COLOR.rgb = banded_nostalgia;
}

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[gd_scene load_steps=3 format=3 uid="uid://d2d4uv7o5gx5p"]
[ext_resource type="Shader" path="res://Level/World/screen_shader.gdshader" id="1_ldrc3"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_yagpk"]
shader = ExtResource("1_ldrc3")
shader_parameter/param = 40.0
shader_parameter/param2 = 20.0
shader_parameter/scale = 4.0
shader_parameter/grid = 5
shader_parameter/anim_period = 3.0
[node name="ScreenShader" type="CanvasLayer"]
[node name="ColorRect" type="ColorRect" parent="."]
material = SubResource("ShaderMaterial_yagpk")
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2

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[gd_scene load_steps=2 format=3 uid="uid://b35w4hlh4n1jt"]
[sub_resource type="Environment" id="Environment_cxd2l"]
background_mode = 1
background_color = Color(0.733333, 0.317647, 0, 1)
ambient_light_source = 2
ambient_light_color = Color(1, 1, 1, 1)
ambient_light_energy = 0.1
[node name="WorldEnvironment" type="WorldEnvironment"]
environment = SubResource("Environment_cxd2l")

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@ -22,3 +22,6 @@ bones/15/rotation = Quaternion(0.105246, -0.0039338, 0.0113526, 0.994374)
[node name="GrabPointLocation" type="Node3D" parent="." index="2"] [node name="GrabPointLocation" type="Node3D" parent="." index="2"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1.29365) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1.29365)
[node name="OmniLight3D" type="OmniLight3D" parent="." index="3"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.289473, 8.26292, 4.26359)

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@ -9,34 +9,34 @@ animation = &"Slime_Idle"
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_avpkh"] [sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_avpkh"]
animation = &"Slime_Walk" animation = &"Slime_Walk"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_y7liq"]
advance_mode = 2
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_n3s05"] [sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_n3s05"]
xfade_time = 0.3 xfade_time = 0.3
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_fbi2x"] [sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_fbi2x"]
xfade_time = 0.3 xfade_time = 0.3
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_srcja"]
advance_mode = 2
[sub_resource type="AnimationNodeStateMachine" id="AnimationNodeStateMachine_prt7l"] [sub_resource type="AnimationNodeStateMachine" id="AnimationNodeStateMachine_prt7l"]
states/Idle/node = SubResource("AnimationNodeAnimation_nwfvl") states/Idle/node = SubResource("AnimationNodeAnimation_nwfvl")
states/Idle/position = Vector2(570, 145) states/Idle/position = Vector2(570, 145)
states/Walk/node = SubResource("AnimationNodeAnimation_avpkh") states/Walk/node = SubResource("AnimationNodeAnimation_avpkh")
states/Walk/position = Vector2(329, 155) states/Walk/position = Vector2(329, 155)
transitions = ["Start", "Walk", SubResource("AnimationNodeStateMachineTransition_y7liq"), "Walk", "Idle", SubResource("AnimationNodeStateMachineTransition_n3s05"), "Idle", "Walk", SubResource("AnimationNodeStateMachineTransition_fbi2x")] transitions = ["Walk", "Idle", SubResource("AnimationNodeStateMachineTransition_n3s05"), "Idle", "Walk", SubResource("AnimationNodeStateMachineTransition_fbi2x"), "Start", "Idle", SubResource("AnimationNodeStateMachineTransition_srcja")]
[node name="slime" instance=ExtResource("1_jttw0")] [node name="slime" instance=ExtResource("1_jttw0")]
script = ExtResource("2_xo27e") script = ExtResource("2_xo27e")
[node name="Skeleton3D" parent="Armature" index="0"] [node name="Skeleton3D" parent="Armature" index="0"]
bones/1/position = Vector3(0, 0.410324, 0) bones/1/position = Vector3(0, 0.264857, 0)
bones/2/position = Vector3(0.00236768, 0.44386, 0.00104018) bones/2/position = Vector3(0.028393, 0.513056, 0.0124737)
bones/2/rotation = Quaternion(-0.0371253, -0.00167519, -0.213342, 0.976271) bones/2/rotation = Quaternion(-0.178538, 0.0193832, -0.211014, 0.960844)
bones/3/rotation = Quaternion(0.104013, -0.697591, 0.00939198, 0.708844) bones/3/rotation = Quaternion(0.109512, -0.695192, 0.00400734, 0.710422)
bones/7/rotation = Quaternion(-0.301863, 2.16678e-09, 2.86589e-09, 0.953351) bones/7/rotation = Quaternion(-0.347763, 2.02718e-09, 2.9685e-09, 0.937583)
bones/8/rotation = Quaternion(0.186806, -9.15072e-10, -4.81489e-10, 0.982397) bones/8/rotation = Quaternion(-0.091967, -7.45328e-10, -7.10578e-10, 0.995762)
bones/10/rotation = Quaternion(0.183918, -5.22532e-08, 1.09779e-08, 0.982942) bones/10/rotation = Quaternion(0.0144373, -4.10082e-08, -1.82391e-09, 0.999896)
bones/11/rotation = Quaternion(0.0467994, 9.84262e-08, 4.31854e-08, 0.998904) bones/11/rotation = Quaternion(-0.373719, 8.36829e-08, 6.89615e-08, 0.927542)
[node name="AnimationTree" type="AnimationTree" parent="." index="2"] [node name="AnimationTree" type="AnimationTree" parent="." index="2"]
tree_root = SubResource("AnimationNodeStateMachine_prt7l") tree_root = SubResource("AnimationNodeStateMachine_prt7l")

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@ -0,0 +1,27 @@
[gd_scene load_steps=7 format=3 uid="uid://da6lgcbp5slpk"]
[ext_resource type="PackedScene" uid="uid://difi2tur2j4dg" path="res://Models/island.tscn" id="1_noj3j"]
[ext_resource type="PackedScene" uid="uid://bgoo1lbt28na" path="res://Models/grape_man.tscn" id="2_wgkew"]
[ext_resource type="PackedScene" uid="uid://c3q6fva1c1baa" path="res://Models/slime.tscn" id="3_fy5yt"]
[ext_resource type="PackedScene" uid="uid://ctbyl0qbks4k6" path="res://Models/ocean.tscn" id="4_3bnpu"]
[ext_resource type="PackedScene" uid="uid://d2d4uv7o5gx5p" path="res://Level/World/screen_shader.tscn" id="5_ea8s5"]
[ext_resource type="PackedScene" uid="uid://b35w4hlh4n1jt" path="res://Level/World/world_environment.tscn" id="6_61q30"]
[node name="test_scale" type="Node3D"]
[node name="island" parent="." instance=ExtResource("1_noj3j")]
[node name="grape_man" parent="." instance=ExtResource("2_wgkew")]
transform = Transform3D(0.065, 0, 0, 0, 0.065, 0, 0, 0, 0.065, -0.218604, 1.55987, 0)
[node name="slime" parent="." instance=ExtResource("3_fy5yt")]
transform = Transform3D(0.035, 0, 0, 0, 0.035, 0, 0, 0, 0.035, -0.0855325, 1.58964, 0)
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.906308, 0.422618, 0, -0.422618, 0.906308, -0.086, 2.5, 1.04)
[node name="ocean" parent="." instance=ExtResource("4_3bnpu")]
[node name="ScreenShader" parent="." instance=ExtResource("5_ea8s5")]
[node name="WorldEnvironment" parent="." instance=ExtResource("6_61q30")]