Basic pixelating shader
Import from libraries.
Copied to your clipboardimport lib-sampler.glsl
We define the global light position
Copied to your clipboardconst vec3 light_pos = vec3(10.0, 10.0, 10.0);
We bind the auto param world eye position to our uniform camera_pos.
Copied to your clipboard//: param auto world_eye_positionuniform vec3 camera_pos;
We bind the document's channel base color to our uniform basecolor_tex.
Copied to your clipboard//: param auto channel_basecoloruniform SamplerSparse basecolor_tex;
We define a new custom tweak for this shader, along with its default value. This one is used to tweak the thickness of outline, when shadowed.
Copied to your clipboard//: param custom {//: "default": 0.4,//: "min": 0.0,//: "max": 1.0,//: "label": "Unlit outline thickness"//: }uniform float unlit_outline_thickness;
We define a new custom tweak for this shader, along with its default value. This one is used to tweak the thickness of outline, when lit.
Copied to your clipboard//: param custom {//: "default": 0.1,//: "min": 0.0,//: "max": 1.0,//: "label": "Lit outline thickness"//: }uniform float lit_outline_thickness;
Entry point of the shader.
Copied to your clipboardvoid shade(V2F inputs){
We compute a few useful values.
Copied to your clipboardvec3 V = normalize(camera_pos - inputs.position);vec3 N = normalize(inputs.normal);vec3 L = normalize(light_pos - inputs.position);float NdV = dot(N, V);float NdL = max(0.0, dot(N, L));
Priority is to performs the outline detection. If outline condition is reach, exit with black color.
Copied to your clipboardif (NdV < mix(unlit_outline_thickness, lit_outline_thickness, NdL)) {return;}vec3 baseColor = getBaseColor(basecolor_tex, inputs.sparse_coord);
Introduce some jitter to mask size, based on base color luminance
Copied to your clipboardfloat maskRadiusJitter = pow(dot(baseColor, vec3(0.3333)), 0.1);
Compute a mask value, based on screen space position of fragment. This will create a grid like pattern.
Copied to your clipboardfloat mask = pow(1.0 - length(fract(gl_FragCoord.xy / 7.0) - vec2(0.5)), maskRadiusJitter * 5.0) * 5.0;
Here, we sample the base color and apply a simple diffuse attenuation
Copied to your clipboardvec3 color = baseColor * NdL;diffuseShadingOutput(mask * color);}