1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
|
{
"QEN": {
"description": "This node creates a medium quality but fast drop shadow of the source item. It uses mipmap levels and does not require BlurHelper node.",
"fragmentCode": [
"@requires NoiseHelper",
"@main",
"{",
" const vec2 uv = texCoord + (1.0 - mipmapDropShadowScale) * (texCoord - 1.0);",
" const vec2 offset = vec2(mipmapDropShadowHorizontalOffset, mipmapDropShadowVerticalOffset);",
" const float lod = sqrt(mipmapDropShadowBlurAmount);",
" const vec3 r = mipmapDropShadowScatterAmount * lod * (hash23(fragCoord) - vec3(0.5));",
" const vec2 cCoord = vec2((2.0 - mipmapDropShadowScale) * uv - 0.01 * offset) + vec2(r.xy * 0.01);",
"#if (MIPMAP_DROP_SHADOW_QUALITY_LOW == 1)",
" float mipmapDropShadowAlpha = textureLod(iSource, cCoord, lod).a;",
"#else",
" // Take textures from suitable mipmap level, with offsets",
" const float m = (1.0 + r.z);",
" const float o = m * mipmapDropShadowBlurAmount / iResolution.x * 0.5;",
" vec2 lo1 = cCoord + vec2(o, o);",
" vec2 lo2 = cCoord + vec2(o, -o);",
" vec2 lo3 = cCoord + vec2(-o, o);",
" vec2 lo4 = cCoord + vec2(-o, -o);",
" float a = textureLod(iSource, cCoord, lod).a;",
" float a1 = textureLod(iSource, lo1, lod).a;",
" float a2 = textureLod(iSource, lo2, lod).a;",
" float a3 = textureLod(iSource, lo3, lod).a;",
" float a4 = textureLod(iSource, lo4, lod).a;",
" float mipmapDropShadowAlpha = (0.28 * a + 0.18 * a1 + 0.18 * a2 + 0.18 * a3 + 0.18 * a4);",
"#endif",
" float mipmapDropShadowAA = (1.0 - fragColor.a) * (1.0 - mipmapDropShadowAlpha);",
" fragColor = mix(mipmapDropShadowColor * mipmapDropShadowAlpha, fragColor, fragColor.a + mipmapDropShadowAA);",
"}"
],
"name": "MipmapDropShadow",
"properties": [
{
"defaultValue": "2",
"description": "This property defines how much blur is applied to the shadow. By default the value is set to 2.0.",
"maxValue": "30",
"minValue": "0",
"name": "mipmapDropShadowBlurAmount",
"type": "float"
},
{
"defaultValue": "0",
"description": "This value defines the amount of scatter (randomness) in the shadow. This creates frosty looking shadow.",
"maxValue": "1",
"minValue": "0",
"name": "mipmapDropShadowScatterAmount",
"type": "float"
},
{
"defaultValue": "1",
"description": "This property defines scaling applied to the shadow. By default the value is set to 1.0 (no scaling).",
"maxValue": "1.1",
"minValue": "0.9",
"name": "mipmapDropShadowScale",
"type": "float"
},
{
"defaultValue": "2",
"description": "Defines shadow vertical offset in percentages relative to the source item.",
"maxValue": "10",
"minValue": "-10",
"name": "mipmapDropShadowVerticalOffset",
"type": "float"
},
{
"defaultValue": "2",
"description": "Defines shadow horizontal offset in percentages relative to the source item.",
"maxValue": "10",
"minValue": "-10",
"name": "mipmapDropShadowHorizontalOffset",
"type": "float"
},
{
"defaultValue": "0, 0, 0, 1",
"description": "Defines shadow color.",
"name": "mipmapDropShadowColor",
"type": "color"
},
{
"defaultValue": "0",
"description": "When this is set to 1, only a single texture lookup is used for the shadow. With this shadow blur is very fast but also quite low quality.",
"name": "MIPMAP_DROP_SHADOW_QUALITY_LOW",
"type": "define"
}
],
"version": 1
}
}
|