Full shader code:
// NOTE: Shader automatically converted from Godot Engine 4.3.stable's StandardMaterial3D.
shader_type spatial;
render_mode world_vertex_coords, unshaded, cull_back;
uniform sampler2D DEPTH_TEXTURE: hint_depth_texture;
uniform float cube_half_size = 1.0;
varying mat4 INV_MODEL_MATRIX;
uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
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_enable;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable;
uniform float specular : hint_range(0.0, 1.0, 0.01);
uniform float metallic : hint_range(0.0, 1.0, 0.01);
varying vec3 uv1_triplanar_pos;
varying vec3 world_pos;
uniform float uv1_blend_sharpness : hint_range(0.0, 150.0, 0.001);
varying vec3 uv1_power_normal;
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
vec3 world_pos_from_depth(float depth, vec2 screen_uv, mat4 inverse_proj, mat4 inverse_view) {
float z = depth;
vec4 clipSpacePosition = vec4(screen_uv * 2.0 - 1.0, z, 1.0);
vec4 viewSpacePosition = inverse_proj * clipSpacePosition;
viewSpacePosition /= viewSpacePosition.w;
vec4 worldSpacePosition = inverse_view * viewSpacePosition;
return worldSpacePosition.xyz;
}
void vertex() {
INV_MODEL_MATRIX = inverse(MODEL_MATRIX);
vec3 normal = MODEL_NORMAL_MATRIX * NORMAL;
TANGENT = vec3(0.0, 0.0, -1.0) * abs(normal.x);
TANGENT += vec3(1.0, 0.0, 0.0) * abs(normal.y);
TANGENT += vec3(1.0, 0.0, 0.0) * abs(normal.z);
TANGENT = inverse(MODEL_NORMAL_MATRIX) * normalize(TANGENT);
BINORMAL = vec3(0.0, 1.0, 0.0) * abs(normal.x);
BINORMAL += vec3(0.0, 0.0, -1.0) * abs(normal.y);
BINORMAL += vec3(0.0, 1.0, 0.0) * abs(normal.z);
BINORMAL = inverse(MODEL_NORMAL_MATRIX) * normalize(BINORMAL);
// UV1 Triplanar: Enabled (with World Triplanar)
uv1_power_normal = pow(abs(normal), vec3(uv1_blend_sharpness));
uv1_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz * uv1_scale + uv1_offset;
uv1_power_normal /= dot(uv1_power_normal, vec3(1.0));
uv1_triplanar_pos *= vec3(1.0, -1.0, 1.0);
}
vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {
vec4 samp = vec4(0.0);
samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;
samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;
samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;
return samp;
}
void fragment() {
float depth = texture(DEPTH_TEXTURE, SCREEN_UV).x;
world_pos = world_pos_from_depth(depth, SCREEN_UV, INV_PROJECTION_MATRIX, (INV_VIEW_MATRIX));
vec4 test_pos = (INV_MODEL_MATRIX * vec4(world_pos, 1.0));
if (abs(test_pos.x) > cube_half_size ||abs(test_pos.y) > cube_half_size || abs(test_pos.z) > cube_half_size) {
discard;
}
//ALBEDO = texture(texture_albedo, (test_pos.xz) + 0.5).rgb * albedo.rgb;
vec4 albedo_tex = triplanar_texture(texture_albedo, uv1_power_normal, world_pos);
ALBEDO = albedo.rgb * albedo_tex.rgb;
float metallic_tex = dot(triplanar_texture(texture_metallic, uv1_power_normal, world_pos), 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(triplanar_texture(texture_roughness, uv1_power_normal, world_pos), roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
}