weapon shader doesnt work in 4.3
the weapons are visible in front of the sky tho
but not before other geometry
visible now but no fov and depth issues
xyz
doesnt work
this does work but i dont know if its a good solution
shader_type spatial;
render_mode blend_mix,depth_draw_always,cull_back,diffuse_burley,specular_schlick_ggx;
uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable;
uniform sampler2D t: hint_screen_texture;
uniform float roughness = 1.0;
uniform sampler2D texture_metallic : hint_default_white,filter_linear_mipmap,repeat_enable;
uniform sampler2D texture_roughness : hint_roughness_gray,filter_linear_mipmap,repeat_enable;
uniform float metallic = 0.5;
uniform sampler2D texture_normal : hint_roughness_normal,filter_linear_mipmap,repeat_enable;
uniform float FOV = 40.0;
void vertex() {
texture(t, UV);
float onetanfov = 1.0 / tan(0.5 * (FOV * PI / 180.0));
float aspect = VIEWPORT_SIZE.x / VIEWPORT_SIZE.y;
PROJECTION_MATRIX[1][1]= -onetanfov;
PROJECTION_MATRIX[0][0] = onetanfov / aspect;
}
void fragment(){
DEPTH = FRAGCOORD.z * 5.0;
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
ALBEDO = albedo_tex.rgb;
vec4 metallic_texture_channel =vec4(0.333333,0.333333,0.333333,0.0);
float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
METALLIC = metallic_tex * metallic;
vec4 roughness_texture_channel = vec4(0.333333,0.333333,0.333333,0.0);
float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
SPECULAR = 0.5;
NORMAL_MAP = texture(texture_normal,base_uv).rgb;
}
a month later
DJMaesen I don't know if this is too late, I also got a problem with this, the weapon was invisible.
after some trial and error I managed to fix it.
the problem is with this line:
POSITION.z = mix(POSITION.z, 0, 0.997);
I fixed it by adjusting the values:
POSITION.z = mix(POSITION.z, 0.07, 0.99);
pure 0.0
is too low and clips the camera.
2 months later
Jesusemora tnx !
that worked perfectly