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procedural_grass/procedural_grass.gd
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procedural_grass/procedural_grass.gd
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@tool
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extends MeshInstance3D
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# Copyright (c) 2024 Julian Müller (ChaoticByte)
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# points of a leaf
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const VERTS: Array[Vector3] = [
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Vector3(-0.5, 0.0, -0.5), # 0: left base back
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Vector3(0.5, 0.0, -0.5), # 1: right base back
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Vector3(-0.5, 0.5, -0.5), # 2: left middle back
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Vector3(0.5, 0.5, -0.5), # 3: right middle back
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Vector3(-0.5, 0.0, 0.5), # 4: left base front
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Vector3(0.5, 0.0, 0.5), # 5: right base front
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Vector3(-0.5, 0.5, 0.5), # 6: left middle front
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Vector3(0.5, 0.5, 0.5), # 7: right middle front
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Vector3(0.0, 1.0, 0.0) # 8: tip
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]
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# triangles of a leaf
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var TRIS: Array[PackedVector3Array] = [
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([VERTS[2], VERTS[8], VERTS[6]]), # tip left
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([VERTS[8], VERTS[3], VERTS[7]]), # tip right
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([VERTS[6], VERTS[8], VERTS[7]]), # tip front
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([VERTS[2], VERTS[3], VERTS[8]]), # tip back
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([VERTS[0], VERTS[4], VERTS[5]]), # base abc
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([VERTS[0], VERTS[5], VERTS[1]]), # base acd
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([VERTS[6], VERTS[4], VERTS[0]]), # left abc
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([VERTS[6], VERTS[0], VERTS[2]]), # left acd
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([VERTS[3], VERTS[1], VERTS[5]]), # right abc
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([VERTS[3], VERTS[5], VERTS[7]]), # right acd
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([VERTS[7], VERTS[5], VERTS[4]]), # front abc
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([VERTS[7], VERTS[4], VERTS[6]]), # front acd
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([VERTS[2], VERTS[0], VERTS[1]]), # back abc
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([VERTS[2], VERTS[1], VERTS[3]]), # back acd
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]
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@export_category("Procedural Grass")
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@export var click_to_update: bool:
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set(_val):
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generate_grass()
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@export var color_base: Color
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@export var color_tip: Color
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@export var leaf_width: float = 0.03
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@export var leaf_height_min: float = 0.1
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@export var leaf_height_max: float = 1.0
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@export var leaf_height_add: float = 0.0
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@export var leaf_height_mult: float = 0.75
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@export var offset_mult: float = 0.15
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@export var num_leafs: Vector2 = Vector2(40, 40)
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@export var leafs_gap: float = 0.1
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# I wanna use noise directly instead of an texture
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# - If using FastNoiseLite: use a frequency around 0.1 and SimplexSmooth
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@export var height_noise_abs: bool = true
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@export var height_noise: Noise
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# - If using FastNoiseLite: use a frequency around 0.2 and SimplexSmooth
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@export var offset_noise: Noise
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var st = SurfaceTool.new()
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var shader = preload("res://procedural_grass/procedural_grass.gdshader")
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var shader_mat = ShaderMaterial.new()
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var rotation_rng = RandomNumberGenerator.new()
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func generate_leaf(leaf_height: float, offset_xz: Vector2) -> void:
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# create leaf
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var rot = rotation_rng.randf_range(0.0, 2*PI)
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var leaf_size = Vector3(leaf_width, leaf_height, leaf_width)
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var leaf_offset = Vector3(offset_xz.x, 0.0, offset_xz.y)
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for tri_ in TRIS:
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var tri = PackedVector3Array()
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var colors = PackedColorArray()
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for v in tri_:
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tri.append((
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v.rotated(Vector3.UP, rot)
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* leaf_size
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) + leaf_offset
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)
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if v.y < 0:
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colors.append(color_base)
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else:
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colors.append(color_tip)
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st.add_triangle_fan(tri, PackedVector2Array(), colors)
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func generate_grass() -> void:
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assert(
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height_noise != null and offset_noise != null,
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"generate_grass was called, but height_noise or offset_noise is null"
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)
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var m = ArrayMesh.new()
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st.begin(Mesh.PRIMITIVE_TRIANGLES)
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st.set_smooth_group(-1) # !
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for x in range(-num_leafs.x/2, num_leafs.x/2):
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for y in range(-num_leafs.y/2, num_leafs.y/2):
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var h = height_noise.get_noise_2d(x, y) + leaf_height_add
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if height_noise_abs:
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h = abs(h)
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if h > 0:
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h = clamp(h, leaf_height_min, leaf_height_max)
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var o = Vector2(
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offset_noise.get_noise_2d(x, y),
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offset_noise.get_noise_2d(x + num_leafs.x, y + num_leafs.y) # reuse
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) * offset_mult
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generate_leaf(
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leaf_height_mult * h,
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o + (Vector2(x, y) * leafs_gap)
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)
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st.generate_normals(false)
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st.commit(m)
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# set material
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if shader_mat.shader == null:
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shader_mat.shader = shader
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m.surface_set_material(0, shader_mat)
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# set mesh
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self.set_mesh(m)
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54
procedural_grass/procedural_grass.gdshader
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procedural_grass/procedural_grass.gdshader
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shader_type spatial;
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render_mode cull_disabled;
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// Copyright (c) 2024 Julian Mueller (ChaoticByte)
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global uniform float wind_strength;
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global uniform float wind_turbulence;
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global uniform vec2 wind_direction;
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global uniform sampler2D wind_noise;
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global uniform float wind_noise_scale;
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global uniform float wind_noise_strength;
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const float TRANSLUCENCY = 0.15;
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void vertex() {
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// scale down grass where the camera is
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vec3 camera_pos_relative = (CAMERA_POSITION_WORLD - (NODE_POSITION_WORLD + VERTEX));
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VERTEX.y *= min(1.0, length(camera_pos_relative.xz));
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// waving according to wind direction, strength, noise, etc.
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ivec2 wind_noise_texsize = textureSize(wind_noise, 0);
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// calculate a substitute for the uv
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vec2 uv = (NODE_POSITION_WORLD.xz + VERTEX.xz)
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/ vec2(wind_noise_texsize)
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* -wind_direction
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* wind_noise_scale
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+ (TIME * 0.01 * wind_turbulence);
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// get the noise at this position
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float noise = (textureLod(wind_noise, uv, 0.0).g - 0.5) * wind_noise_strength;
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VERTEX.xz += pow(VERTEX.y, 1.2) * (
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(wind_strength * wind_direction)
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+ (noise * wind_direction)
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);
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}
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void fragment() {
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ALBEDO = COLOR.rgb;
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}
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void light() {
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// Adapted from https://godotshaders.com/shader/shoji-shader-translucency-sun-spot/
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// The normal between the object/fragment and the light source
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float nl = clamp(dot(NORMAL, LIGHT), -1.0, 1.0);
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if (nl <= 0.0) {
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// the normal is facing away from the light source
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float light_through = clamp(-nl, 0.0, 1.0) * TRANSLUCENCY;
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float attenuation = max(0.2, ATTENUATION); // softer shadows on this side
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DIFFUSE_LIGHT += clamp(light_through, 0.0, 1.0) * LIGHT_COLOR/PI * attenuation;
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}
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else {
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// The normal is facing toward the light source
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// -> Diffuse (Lambert)
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DIFFUSE_LIGHT += clamp(dot(NORMAL, LIGHT), 0.0, 1.0) * LIGHT_COLOR/PI * ATTENUATION;
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}
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}
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procedural_grass/procedural_grass.tscn
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procedural_grass/procedural_grass.tscn
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[gd_scene load_steps=2 format=3 uid="uid://dq4xt6tl25c4v"]
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[ext_resource type="Script" path="res://procedural_grass/procedural_grass.gd" id="2_e58by"]
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[node name="ProceduralGrass" type="MeshInstance3D"]
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script = ExtResource("2_e58by")
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color_base = Color(0.415686, 0.431373, 0.133333, 1)
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color_tip = Color(0.378045, 0.596905, 0.184511, 1)
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