diff --git a/scripts/building_components/building.gd b/scripts/building_components/building.gd index a0359d5..97168fd 100644 --- a/scripts/building_components/building.gd +++ b/scripts/building_components/building.gd @@ -161,10 +161,17 @@ func set_visual_build_progress(ratio: float) -> void: var geometries: Array[Node] = find_children("", "GeometryInstance3D", true) for node in geometries: var geometry: GeometryInstance3D = node as GeometryInstance3D + var mesh_instance: MeshInstance3D = node as MeshInstance3D if geometry != null: if ratio >= 1.0: geometry.material_override = null else: + if mesh_instance: + var mesh_material: StandardMaterial3D = mesh_instance.mesh.surface_get_material(0) + if mesh_material != null: + var mesh_colour: Color = mesh_material.albedo_color + geometry.set_instance_shader_parameter("albedo_color", mesh_colour) + geometry.material_override = hologram_material var built_amount: float = remap(ratio, 0, 1, hologram_build_min, hologram_build_max) geometry.set_instance_shader_parameter("built_amount", built_amount) diff --git a/shaders/hologram.gdshader b/shaders/hologram.gdshader index 826b795..ba19d3c 100644 --- a/shaders/hologram.gdshader +++ b/shaders/hologram.gdshader @@ -1,7 +1,7 @@ shader_type spatial; -render_mode blend_mix, depth_prepass_alpha, cull_disabled; // blend_add +render_mode blend_add, depth_prepass_alpha, cull_disabled; // blend_add -uniform vec4 albedo_color : source_color; +uniform float base_opacity: hint_range(0.0, 1.0) = 0.2; group_uniforms warp; uniform bool enable_warp = false; @@ -9,30 +9,45 @@ uniform vec3 warp_vector = vec3(1.0, 1.0, 1.0); uniform float warp_strength : hint_range(0.0, 1.0) = 0.5; uniform float warp_rate : hint_range(0.0, 200.0) = 0.5; +group_uniforms glow; +uniform bool glow_enabled; +uniform float glow_amount = 4.0; +uniform float glow_intensity = 4.5; +uniform vec3 glow_colour: source_color; + instance uniform float built_amount = 2.0; +instance uniform vec4 albedo_color : source_color = vec4(1, 1, 1, 1); +instance uniform vec4 hologram_colour : source_color = vec4(1.0, 0.54, 0.0, 1.0); varying float model_y; +vec3 fresnel_glow(float amount, float intensity, vec3 color, vec3 normal, vec3 view) { + return pow((1.0 - dot(normalize(normal), normalize(view))), amount) * color * intensity; +} + // Called for every vertex the material is visible on. void vertex() { model_y = VERTEX.y; if (enable_warp && VERTEX.y > built_amount) { - float offset = sin(pow(VERTEX.y, 2) * warp_rate * TIME) * pow(warp_strength, 2); + float offset = sin(warp_rate * TIME) * pow(warp_strength, 2); VERTEX += offset * warp_vector; } } // Called for every pixel the material is visible on. void fragment() { - float base_opacity = 0.2; - if (model_y > built_amount) { + vec3 fresnel = vec3(0, 0, 0); + if (glow_enabled) { + fresnel = fresnel_glow(glow_amount, glow_intensity, glow_colour, NORMAL, VIEW); + } + ALBEDO.rgb = (hologram_colour + ).rgb + fresnel; ALPHA = base_opacity; } else { ALPHA = 1.0; + ALBEDO.rgb = albedo_color.rgb; } - - ALBEDO.rgb = albedo_color.rgb; } // Called for every pixel for every light affecting the material. diff --git a/shaders/hologram_material.tres b/shaders/hologram_material.tres index 5fa1571..2005a68 100644 --- a/shaders/hologram_material.tres +++ b/shaders/hologram_material.tres @@ -5,8 +5,12 @@ [resource] render_priority = 0 shader = ExtResource("1_p0wwg") -shader_parameter/albedo_color = Color(1, 1, 1, 1) +shader_parameter/base_opacity = 0.2 shader_parameter/enable_warp = true shader_parameter/warp_vector = Vector3(0.1, 0, 0.1) shader_parameter/warp_strength = 0.576 shader_parameter/warp_rate = 29.667 +shader_parameter/glow_enabled = true +shader_parameter/glow_amount = 4.0 +shader_parameter/glow_intensity = 4.5 +shader_parameter/glow_colour = Color(1, 0.470588, 1, 1)