Godot Version
4.5
Question
Hey there! I’m making a large 3D landscape with trees that use a simple vertex shader to simulate wind. Though I don’t want the trees to run the shader script when the camera3D is not looking at them as to save performance, but I’m not sure how to pull that off. I am very new with GD script and still learning the fundamentals. Thanks a bunch in advance!
This is the shader I’m using in case it’s relevant;
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx;
uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_disable;
uniform float alpha_scissor_threshold : hint_range(0.0, 1.0, 0.001);
uniform ivec2 albedo_texture_size;
uniform float point_size : hint_range(0.1, 128.0, 0.1);
uniform float roughness : hint_range(0.0, 1.0);
uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_disable;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_disable;
uniform float specular : hint_range(0.0, 1.0, 0.01);
uniform float metallic : hint_range(0.0, 1.0, 0.01);
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
group_uniforms wind;
uniform sampler2D noise_tex;
uniform float wind_speed = .1;
uniform float wind_strength = .01;
void vertex() {
UV = UV * uv1_scale.xy + uv1_offset.xy;
vec3 GLOBAL_VERTEX = (MODEL_MATRIX * vec4(VERTEX, 1.)).xyz;
float offset = TIME * wind_speed;
float noise = texture(noise_tex, vec2(GLOBAL_VERTEX.x-offset)).r;
noise -= .5;
noise *= wind_strength;
VERTEX.xy += noise * length(VERTEX.y) * length(VERTEX.xz);
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo, base_uv);
ALBEDO = albedo.rgb * albedo_tex.rgb;
float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel);
METALLIC = metallic_tex * metallic;
SPECULAR = specular;
vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
ALPHA *= albedo.a * albedo_tex.a;
ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;
}