LOD System (Tutorial Part 4)

This commit is contained in:
karl 2025-08-25 16:27:06 +02:00
parent 00526b9e1f
commit 37bcb52195
16 changed files with 376 additions and 68 deletions

2
grass-stalk-simple.mtl Normal file
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# Blender 4.4.3 MTL File: 'None'
# www.blender.org

15
grass-stalk-simple.obj Normal file
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# Blender 4.4.3
# www.blender.org
mtllib grass-stalk-simple.mtl
o Plane
v -0.123385 -0.000477 0.000000
v 0.128999 -0.000477 0.000000
v -0.001473 1.039178 -0.000000
vn 0.7726 0.0308 0.6342
vn -0.0977 0.0030 0.9952
vn -0.7726 0.0307 0.6342
vt 0.121405 0.000035
vt 0.056603 0.999965
vt 0.000035 0.000035
s 1
f 2/1/1 3/2/2 1/3/3

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generate_lods=true
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generate_lightmap_uv2=false
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offset_mesh=Vector3(0, 0, 0)
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@ -14,14 +14,16 @@ uniform float patch_scale = 5.0;
varying float patch_factor; varying float patch_factor;
uniform sampler2D wind_noise; uniform sampler2D wind_noise;
uniform float wind_strength = 0.1; uniform float wind_strength = 0.15;
uniform vec2 wind_direction = vec2(1.0, 0.0); uniform vec2 wind_direction = vec2(1.0, 0.0);
uniform float wind_bend_strength = 2.0; uniform float wind_bend_strength = 2.0;
uniform float wind_ao_affect = 1.5; uniform float wind_ao_affect = 1.0;
uniform float object_radius = 1.0; uniform float object_radius = 1.0;
uniform vec3 object_position; uniform vec3 object_position;
instance uniform float alpha = 1.0;
varying float bottom_to_top; varying float bottom_to_top;
varying float current_wind_bend; varying float current_wind_bend;
varying float cut_height; varying float cut_height;
@ -29,7 +31,7 @@ varying float cut_height;
void vertex() { void vertex() {
cut_height = 1.0; cut_height = 1.0;
// Cutting all grass on the right //// Cutting all grass on the right
//if (NODE_POSITION_WORLD.x > 0.0) { //if (NODE_POSITION_WORLD.x > 0.0) {
//cut_height = 0.5; //cut_height = 0.5;
// //
@ -53,14 +55,14 @@ void vertex() {
VERTEX.xz += current_wind_bend * local_direction * wind_bend_strength; VERTEX.xz += current_wind_bend * local_direction * wind_bend_strength;
// Bend away from the object //// Bend away from the object
float object_distance = distance(object_position, NODE_POSITION_WORLD); //float object_distance = distance(object_position, NODE_POSITION_WORLD);
float bend_away_strength = max(object_radius - object_distance, 0.0) / object_radius; //float bend_away_strength = max(object_radius - object_distance, 0.0) / object_radius;
vec2 bend_direction = normalize(object_position.xz - NODE_POSITION_WORLD.xz); //vec2 bend_direction = normalize(object_position.xz - NODE_POSITION_WORLD.xz);
//
VERTEX.xz -= (inv_model * vec4(bend_direction.x, 0.0, bend_direction.y, 0.0)).xz //VERTEX.xz -= (inv_model * vec4(bend_direction.x, 0.0, bend_direction.y, 0.0)).xz
* bend_away_strength * bottom_to_top; //* bend_away_strength * bottom_to_top;
VERTEX.y -= bend_away_strength * bottom_to_top * 0.5; //VERTEX.y -= bend_away_strength * bottom_to_top * 0.5;
// General appearance // General appearance
VERTEX.z += blade_bend * pow(bottom_to_top, 2.0); VERTEX.z += blade_bend * pow(bottom_to_top, 2.0);
@ -68,19 +70,21 @@ void vertex() {
patch_factor = texture(patch_noise, NODE_POSITION_WORLD.xz / patch_scale).r; patch_factor = texture(patch_noise, NODE_POSITION_WORLD.xz / patch_scale).r;
VERTEX *= mix(size_small, size_large, patch_factor); VERTEX *= mix(size_small, size_large, patch_factor);
NORMAL = mix(NORMAL, vec3(0.0, 1.0, 0.0), bottom_to_top); NORMAL = mix(NORMAL, vec3(0.0, 1.0, 0.0), mix(1.0, bottom_to_top, alpha + 0.2));
} }
void fragment() { void fragment() {
// Correct normals on back-faces
if (!FRONT_FACING) NORMAL = -NORMAL; if (!FRONT_FACING) NORMAL = -NORMAL;
AO = bottom_to_top - current_wind_bend * wind_ao_affect; AO = bottom_to_top - current_wind_bend * wind_ao_affect;
AO_LIGHT_AFFECT = cut_height; AO_LIGHT_AFFECT = mix(0.2, 1.0, alpha);
ALBEDO = mix(color_small, color_large, patch_factor); ALBEDO = mix(color_small, color_large, patch_factor);
BACKLIGHT = vec3(0.2); BACKLIGHT = vec3(0.2);
ROUGHNESS = 0.4; ROUGHNESS = 0.4;
SPECULAR = 0.2; SPECULAR = 0.12;
ALPHA = alpha;
ALPHA_HASH_SCALE = 1.0;
} }

34
grass_chunk.gd Normal file
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@tool
extends Node3D
@export var lod_switch := 10.0
@export var impostor_fade_in_start := 5.0
@export var impostor_fade_in_end := 10.0
@export var grass_fade_out_start := 10.0
@export var grass_fade_out_end := 20.0
func _process(delta: float) -> void:
var camera_pos
if Engine.is_editor_hint():
camera_pos = EditorInterface.get_editor_viewport_3d().get_camera_3d().global_position
else:
camera_pos = get_viewport().get_camera_3d().global_position
var camera_distance = global_position.distance_to(camera_pos)
if camera_distance < lod_switch:
$Grass.multimesh = preload("res://grass_multimesh_detailed.tres")
else:
$Grass.multimesh = preload("res://grass_multimesh_simple.tres")
var start_to_mid = smoothstep(impostor_fade_in_start, impostor_fade_in_end, camera_distance)
var mid_to_end = smoothstep(grass_fade_out_start, grass_fade_out_end, camera_distance)
$Grass.visible = mid_to_end < 1.0
$Impostor.visible = start_to_mid >= 0.0
# Interpolate
$Impostor.set_instance_shader_parameter("alpha", start_to_mid)
$Grass.set_instance_shader_parameter("alpha", 1.0 - mid_to_end)

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grass_chunk.gd.uid Normal file
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grass_chunk.tscn Normal file
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[gd_scene load_steps=20 format=3 uid="uid://cnhjdcsr1e0ov"]
[ext_resource type="Script" path="res://grass_chunk.gd" id="1_ofmm3"]
[ext_resource type="Shader" uid="uid://db6rwrkgyosy0" path="res://grass.gdshader" id="2_0pvim"]
[ext_resource type="MultiMesh" uid="uid://3l6gx28y48io" path="res://grass_multimesh_detailed.tres" id="3_ofmm3"]
[ext_resource type="Script" uid="uid://bmx385ngdvuwt" path="res://grass.gd" id="4_sx5rw"]
[ext_resource type="Shader" path="res://impostor_grass.gdshader" id="5_ry5bi"]
[ext_resource type="Texture2D" uid="uid://bkm3w1ujws8d7" path="res://grass_normals.png" id="6_pxbre"]
[sub_resource type="Gradient" id="Gradient_odt3n"]
offsets = PackedFloat32Array(0)
colors = PackedColorArray(0, 0, 0, 1)
[sub_resource type="GradientTexture1D" id="GradientTexture1D_jugg6"]
gradient = SubResource("Gradient_odt3n")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_301yx"]
albedo_color = Color(0, 0, 0, 1)
ao_enabled = true
ao_light_affect = 1.0
ao_texture = SubResource("GradientTexture1D_jugg6")
[sub_resource type="PlaneMesh" id="PlaneMesh_n0l7m"]
size = Vector2(5, 5)
[sub_resource type="FastNoiseLite" id="FastNoiseLite_tid6t"]
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_h2qfw"]
seamless = true
noise = SubResource("FastNoiseLite_tid6t")
[sub_resource type="FastNoiseLite" id="FastNoiseLite_tlwt5"]
frequency = 0.0043
fractal_type = 2
fractal_gain = 0.45
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_aqk2v"]
seamless = true
noise = SubResource("FastNoiseLite_tlwt5")
[sub_resource type="ShaderMaterial" id="ShaderMaterial_fj7yv"]
render_priority = 0
shader = ExtResource("2_0pvim")
shader_parameter/size_small = 0.2
shader_parameter/size_large = 0.6
shader_parameter/blade_bend = 0.5
shader_parameter/color_small = Color(0.3, 0.6, 0.1, 1)
shader_parameter/color_large = Color(0.9, 0.9, 0.2, 1)
shader_parameter/patch_noise = SubResource("NoiseTexture2D_h2qfw")
shader_parameter/patch_scale = 5.0
shader_parameter/wind_noise = SubResource("NoiseTexture2D_aqk2v")
shader_parameter/wind_strength = 0.15
shader_parameter/wind_direction = Vector2(1, 0)
shader_parameter/wind_bend_strength = 2.0
shader_parameter/wind_ao_affect = 1.0
shader_parameter/object_radius = 1.0
shader_parameter/object_position = Vector3(0, 0.3, 0)
[sub_resource type="FastNoiseLite" id="FastNoiseLite_aqk2v"]
frequency = 0.1
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_036b0"]
seamless_blend_skirt = 0.0
noise = SubResource("FastNoiseLite_aqk2v")
[sub_resource type="ShaderMaterial" id="ShaderMaterial_036b0"]
render_priority = 0
shader = ExtResource("5_ry5bi")
shader_parameter/color_small = Color(0.3, 0.6, 0.1, 1)
shader_parameter/color_large = Color(0.9, 0.9, 0.2, 1)
shader_parameter/ground_color = Color(0, 0, 0, 1)
shader_parameter/patch_noise = SubResource("NoiseTexture2D_h2qfw")
shader_parameter/patch_scale = 5.0
shader_parameter/high_frequency_noise = SubResource("NoiseTexture2D_036b0")
shader_parameter/baked_normals = ExtResource("6_pxbre")
shader_parameter/wind_noise = SubResource("NoiseTexture2D_aqk2v")
shader_parameter/wind_strength = 0.1
shader_parameter/wind_direction = Vector2(1, 0)
shader_parameter/wind_bend_strength = 2.0
shader_parameter/wind_ao_affect = 1.5
[sub_resource type="PlaneMesh" id="PlaneMesh_dwbse"]
size = Vector2(5, 5)
[node name="GrassChunk" type="Node3D"]
script = ExtResource("1_ofmm3")
lod_switch = 7.0
[node name="Ground" type="MeshInstance3D" parent="."]
material_override = SubResource("StandardMaterial3D_301yx")
mesh = SubResource("PlaneMesh_n0l7m")
skeleton = NodePath("../..")
[node name="Grass" type="MultiMeshInstance3D" parent="."]
material_override = SubResource("ShaderMaterial_fj7yv")
cast_shadow = 0
instance_shader_parameters/alpha = 1.0
multimesh = ExtResource("3_ofmm3")
script = ExtResource("4_sx5rw")
[node name="Impostor" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.01, 0)
material_override = SubResource("ShaderMaterial_036b0")
instance_shader_parameters/alpha = 0.471145
mesh = SubResource("PlaneMesh_dwbse")
skeleton = NodePath("../..")

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grass_grid.gd Normal file
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@tool
extends Node3D
@export var extent := 10:
set(new_extent):
extent = new_extent
reload()
@export var chunk_size := 5.0
func _ready():
reload()
func reload():
for child in get_children():
child.queue_free()
for x in range(-extent / 2, extent):
for y in range(-extent / 2, extent):
var chunk = preload("res://grass_chunk.tscn").instantiate()
chunk.position = Vector3(
chunk_size * x,
0.0,
chunk_size * y
)
add_child(chunk)

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grass_grid.gd.uid Normal file
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grass_normals.png Normal file

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grass_normals.png.import Normal file
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detect_3d/compress_to=0

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impostor_grass.gdshader Normal file
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shader_type spatial;
uniform vec3 color_small: source_color = vec3(0.3, 0.6, 0.1);
uniform vec3 color_large: source_color = vec3(0.9, 0.9, 0.2);
uniform vec3 ground_color: source_color = vec3(0.0, 0.0, 0.0);
uniform sampler2D patch_noise;
uniform float patch_scale = 5.0;
uniform sampler2D high_frequency_noise: filter_linear_mipmap_anisotropic;
uniform sampler2D baked_normals: hint_normal, filter_linear_mipmap_anisotropic;
uniform sampler2D wind_noise;
uniform float wind_strength = 0.1;
uniform vec2 wind_direction = vec2(1.0, 0.0);
uniform float wind_bend_strength = 2.0;
uniform float wind_ao_affect = 1.5;
instance uniform float alpha = 1.0;
varying vec3 world_vertex;
void vertex() {
world_vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
}
void fragment() {
float normal_to_view = 1.0 - dot(VIEW, NORMAL);
float patch_factor = texture(patch_noise, world_vertex.xz / patch_scale).r;
patch_factor = mix(patch_factor, 1.0, normal_to_view * 0.4);
ALBEDO = mix(color_small, color_large, patch_factor);
float high_frequency_sample = texture(high_frequency_noise, world_vertex.xz / patch_scale, -1.0).r;
float spottiness = (1.0 - normal_to_view) * 0.5 - patch_factor * 0.2;
float ground_factor = smoothstep(spottiness + 0.1, spottiness - 0.1, high_frequency_sample);
ALBEDO = mix(ALBEDO, ground_color, clamp(ground_factor + 1.0 - alpha, 0.0, 1.0));
// Wind
vec2 wind_position = world_vertex.xz / 10.0;
wind_position -= (TIME + 8.0) * wind_direction * wind_strength;
float current_wind_bend = texture(wind_noise, wind_position).x;
current_wind_bend *= wind_strength * 2.0;
float bottom_to_top_simulation = high_frequency_sample + smoothstep(0.6, 1.0, normal_to_view) * 0.4;
AO = mix(0.5, 1.0, bottom_to_top_simulation) - current_wind_bend * wind_ao_affect;
AO_LIGHT_AFFECT = 1.0;
// Normal Map
NORMAL_MAP = texture(baked_normals, world_vertex.xz / 5.0, -1.0).xyz;
// Lighting
BACKLIGHT = vec3(0.2);
ROUGHNESS = 0.4;
SPECULAR = 0.12;
}

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