shader_type spatial; render_mode cull_disabled, diffuse_toon, specular_schlick_ggx; // Nice Shader by @_Malido ^^ uniform vec3 top_color: source_color; uniform vec3 bottom_color: source_color; uniform float ambient_occlusion_factor: hint_range(0.0, 1.0, 0.01) = 0.3; uniform float specular_strength: hint_range(0.0, 1.0, 0.01) = 0.4; uniform float player_displacement_strength: hint_range(0.0, 1.0, 0.01) = 0.4; uniform float player_displacement_size: hint_range(0.0, 2.0, 0.01) = 1.0; global uniform vec3 wind_direction; // Use a negative y component to give it an extra touch (For displacement effect and noise scroll direction) global uniform float wind_strength; uniform sampler2D wind_noise; // Periln FBM Noise looks Best global uniform float wind_noise_size; // high values dont work well global uniform float wind_noise_speed; // Instance the Player Position through a GDScript in the _physics_process instance uniform vec3 player_position; void vertex() { vec3 world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; vec3 wind_texture = texture(wind_noise, world_position.xz * wind_noise_size + normalize(-wind_direction.xz) * (TIME + UV.y / 2.5) * wind_noise_speed).rgb; vec3 wind_vector = (vec4(wind_texture * normalize(wind_direction) * wind_strength, 0.0) * MODEL_MATRIX).xyz; float player_height = smoothstep(1.0, 0.0, length(player_position.y - world_position.y + 0.3)); vec3 push_direction = vec3(world_position - player_position) * vec3(1 , -0.3 ,1); float player_position_factor = smoothstep(player_displacement_size, 0.0, length(push_direction)); vec3 player_push_vector = (vec4(normalize(push_direction), 0.0) * MODEL_MATRIX).xyz; // Apply Player Position displacement VERTEX += player_push_vector * (1.0 - UV.y) * player_position_factor * player_displacement_strength * player_height; // Apply Wind displacement linearly VERTEX += wind_vector * (1.0 - UV.y) * (1.0 - player_position_factor * 0.7); // A new normal correction, which aligns the normals of the mesh facing upwards no matter the original direction. NORMAL = vec3(0.0, 1.0, 0.0); } void fragment() { vec3 color = mix(bottom_color, top_color, 1.0 - UV.y); // Add fake ambient occlusion by darkening the base of the mesh float ao_fallof = pow(UV.y, 5.0); vec3 ao_color = bottom_color * (1.0 - ambient_occlusion_factor); ALBEDO = mix(color, ao_color, ao_fallof); ROUGHNESS = 0.4; // Increase the Specular with Grass Height SPECULAR *= (1.0 - UV.y) * specular_strength; // Just removing some funny shading if (!FRONT_FACING) { NORMAL = -NORMAL; } }