A couple of weeks ago I wished to try adding terrain tiles to FFX Runner2 by using the sculpt tool in Blender, initially I was intentioned of using some sort of texture splatting (two seamless textures on first UV mixed together by a third one on second UV, Marcos Bitetti made a nice video-tutorial on this topic) but after a while I preferred a more automatic process, at least for mapping slopes and cliffs.
What I wished was a shader adapting to the tilt of the ground, I mean, when the ground is near to be plain it should look as grass, on the contrary, when ground is near to be a cliff it should be rendered as rocks.
For simplicity let’s consider only the diffuse parameter, others may be implemented in the same way. What I need are one texture for the grass, one texture for the rocks and the surface normal vector so I can use the y component value to mix the two texture.
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map for grass
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map for rocks
Because FragmentShader can’t access surface normal is necessary to use VertexShader and pass the vector between them.
Here the code of the VertexShader, it’s very simple:
VAR1 = vec4(SRC_NORMAL.x,SRC_NORMAL.y,SRC_NORMAL.z,0);
Despite the hermetic description of VAR and VAR2 built-in variables, they seems to be here to pass values from VertexShader to FragmentShader. VAR1 and VAR2 expect to be vect4, this is the reason I filled the last value with a 0.
In FragmentShader, only to view what values are passed, this code give a graphical representation of them:
DIFFUSE = VAR1.xyz;
because I need only the y value this works better:
DIFFUSE = VAR1.yyy;
What you see is the map I will use to mix grass and rock.
The textures are loaded by using
uniform texture grass; uniform texture rock;
getting the mix amount from the y component of VAR1
float mixval = VAR1.y;
and with a simple linear interpolation mix the two maps
DIFFUSE = mix(tex(rock,UV).rgb, tex(grass,UV).rgb, mixval);
Well, it works, but I wish to have a little more control over the mix, I wish to set prevalence of grass over rocks and the fade transition between them. So I’ll add two more shader parameters by adding
uniform float mix_amount; uniform float transition;
and then modifying the mixval as follow:
float mixval = clamp( pow( VAR1.y / mix_amount ,transition) , 0, 1);
In this way I can tune the amount of the two textures and how they blend.
Here below the code.
Have fun!
VertexShader
// simple terrain shader VAR1 = vec4(SRC_NORMAL.x,SRC_NORMAL.y,SRC_NORMAL.z,0);
FragmentShader
// simple terrain shader uniform texture grass; uniform texture rock; uniform float mix_amount; uniform float transition; float mixval = clamp( pow( VAR1.y / mix_amount ,transition) , 0, 1); DIFFUSE = mix(tex(rock,UV).rgb, tex(grass,UV).rgb, mixval);
Wow, Thank You very much, I’m just beginning to grasp about godot and is just Awesome what (some) people can do, Please keep uploading more tuts, they never aren’t enough !