Shader spatial
Una esfera cuyos vértices montan una onda mientras la emisión late, escrita en un shader spatial.
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Clases de Godot usadas
MeshInstance3DShaderMaterialWorldEnvironment
El código
scripts/main.gd
extends Node
var sphere: MeshInstance3D
func _ready() -> void:
_add_environment()
_add_light()
var mesh: SphereMesh = SphereMesh.new()
mesh.radius = 1.6
mesh.height = 3.2
mesh.radial_segments = 96
mesh.rings = 48
var material: ShaderMaterial = ShaderMaterial.new()
material.shader = Get.shader('pulse')
sphere = MeshInstance3D.new()
sphere.mesh = mesh
sphere.material_override = material
add_child(sphere)
var camera: Camera3D = Camera3D.new()
camera.position = Vector3(0, 1.5, 5.5)
add_child(camera)
camera.look_at(Vector3.ZERO, Vector3.UP)
camera.current = true
print('open pulse.gdshader and change the uniforms, the project reloads on save')
func _process(delta: float) -> void:
sphere.rotate_y(delta * 0.5)
func _add_environment() -> void:
var sky_material: ProceduralSkyMaterial = ProceduralSkyMaterial.new()
sky_material.sky_top_color = Color(0.03, 0.04, 0.08)
sky_material.sky_horizon_color = Color(0.1, 0.12, 0.2)
sky_material.ground_bottom_color = Color(0.01, 0.01, 0.03)
sky_material.ground_horizon_color = Color(0.07, 0.08, 0.13)
var sky: Sky = Sky.new()
sky.sky_material = sky_material
var env: Environment = Environment.new()
env.background_mode = Environment.BG_SKY
env.sky = sky
env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
env.ambient_light_energy = 0.6
env.glow_enabled = true
var world: WorldEnvironment = WorldEnvironment.new()
world.environment = env
add_child(world)
func _add_light() -> void:
var light: DirectionalLight3D = DirectionalLight3D.new()
light.rotation_degrees = Vector3(-45, -40, 0)
light.light_energy = 1.0
add_child(light)shaders/pulse.gdshader
shader_type spatial;
uniform vec3 base_color: source_color = vec3(0.1, 0.16, 0.4);
uniform vec3 glow_color: source_color = vec3(0.0, 0.6, 1.0);
uniform float wave_height = 0.14;
uniform float wave_bands = 9.0;
uniform float speed = 1.6;
void vertex() {
float wave = sin(VERTEX.y * wave_bands + TIME * speed);
VERTEX += NORMAL * wave * wave_height;
}
void fragment() {
float pulse = 0.5 + 0.5 * sin(VERTEX.y * wave_bands + TIME * speed);
ALBEDO = base_color;
ROUGHNESS = 0.25;
METALLIC = 0.4;
EMISSION = glow_color * pulse * 1.5;
}