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- .. _doc_viewport_as_texture:
- Using a Viewport as a texture
- =============================
- Introduction
- ------------
- This tutorial will introduce you to using the :ref:`Viewport <class_Viewport>` as a
- texture that can be applied to 3D objects. In order to do so, it will walk you through the process
- of making a procedural planet like the one below:
- .. image:: img/planet_example.png
- .. note:: This tutorial does not cover how to code a dynamic atmosphere like the one this planet has.
- This tutorial assumes you are familiar with how to set up a basic scene including:
- a :ref:`Camera3D <class_Camera3D>`, a :ref:`light source <class_OmniLight3D>`, a
- :ref:`MeshInstance3D <class_MeshInstance3D>` with a :ref:`Primitive Mesh <class_PrimitiveMesh>`,
- and applying a :ref:`StandardMaterial3D <class_StandardMaterial3D>` to the mesh. The focus will be on using
- the :ref:`Viewport <class_Viewport>` to dynamically create textures that can be applied to the mesh.
- In this tutorial, we'll cover the following topics:
- - How to use a :ref:`Viewport <class_Viewport>` as a render texture
- - Mapping a texture to a sphere with equirectangular mapping
- - Fragment shader techniques for procedural planets
- - Setting a Roughness map from a :ref:`Viewport Texture <class_ViewportTexture>`
- Setting up the Viewport
- -----------------------
- First, add a :ref:`Viewport <class_Viewport>` to the scene.
- Next, set the size of the :ref:`Viewport <class_Viewport>` to ``(1024, 512)``. The
- :ref:`Viewport <class_Viewport>` can actually be any size so long as the width is double the height.
- The width needs to be double the height so that the image will accurately map onto the
- sphere, as we will be using equirectangular projection, but more on that later.
- .. image:: img/planet_new_viewport.png
- Next, disable HDR and disable 3D. We don't need HDR because our planet's surface will not be especially
- bright, so values between ``0`` and ``1`` will be fine. And we will be using a :ref:`ColorRect <class_ColorRect>`
- to render the surface, so we don't need 3D either.
- Select the Viewport and add a :ref:`ColorRect <class_ColorRect>` as a child.
- Set the anchors "Right" and "Bottom" to ``1``, then make sure all the margins are set to ``0``. This
- will ensure that the :ref:`ColorRect <class_ColorRect>` takes up the entire :ref:`Viewport <class_Viewport>`.
- .. image:: img/planet_new_colorrect.png
- Next, we add a :ref:`Shader Material <class_ShaderMaterial>` to the :ref:`ColorRect <class_ColorRect>` (ColorRect > CanvasItem > Material > Material > ``New ShaderMaterial``).
- .. note:: Basic familiarity with shading is recommended for this tutorial. However, even if you are new
- to shaders, all the code will be provided, so you should have no problem following along.
- ColorRect > CanvasItem > Material > Material > click / Edit > ShaderMaterial > Shader > ``New Shader`` > click / Edit:
- .. code-block:: glsl
- shader_type canvas_item;
- void fragment() {
- COLOR = vec4(UV.x, UV.y, 0.5, 1.0);
- }
- The above code renders a gradient like the one below.
- .. image:: img/planet_gradient.png
- Now we have the basics of a :ref:`Viewport <class_Viewport>` that we render to and we have a unique image that we can
- apply to the sphere.
- Applying the texture
- --------------------
- MeshInstance3D > GeometryInstance > Geometry > Material Override > ``New StandardMaterial3D``:
- Now we go into the :ref:`MeshInstance3D <class_MeshInstance3D>` and add a :ref:`StandardMaterial3D <class_StandardMaterial3D>`
- to it. No need for a special :ref:`Shader Material <class_ShaderMaterial>` (although that would be a good idea
- for more advanced effects, like the atmosphere in the example above).
- MeshInstance3D > GeometryInstance > Geometry > Material Override > ``click`` / ``Edit``:
- Open the newly created :ref:`StandardMaterial3D <class_StandardMaterial3D>` and scroll down to the "Albedo" section
- and click beside the "Texture" property to add an Albedo Texture. Here we will apply the texture we made.
- Choose "New ViewportTexture"
- .. image:: img/planet_new_viewport_texture.png
- Then, from the menu that pops up, select the Viewport that we rendered to earlier.
- .. image:: img/planet_pick_viewport_texture.png
- Your sphere should now be colored in with the colors we rendered to the Viewport.
- .. image:: img/planet_seam.png
- Notice the ugly seam that forms where the texture wraps around? This is because we are picking
- a color based on UV coordinates and UV coordinates do not wrap around the texture. This is a classic
- problem in 2D map projection. Game developers often have a 2-dimensional map they want to project
- onto a sphere, but when it wraps around, it has large seams. There is an elegant workaround for this
- problem that we will illustrate in the next section.
- Making the planet texture
- -------------------------
- So now, when we render to our :ref:`Viewport <class_Viewport>`, it appears magically on the sphere. But there is an ugly
- seam created by our texture coordinates. So how do we get a range of coordinates that wrap around
- the sphere in a nice way? One solution is to use a function that repeats on the domain of our texture.
- ``sin`` and ``cos`` are two such functions. Let's apply them to the texture and see what happens.
- .. code-block:: glsl
- COLOR.xyz = vec3(sin(UV.x * 3.14159 * 4.0) * cos(UV.y * 3.14159 * 4.0) * 0.5 + 0.5);
- .. image:: img/planet_sincos.png
- Not too bad. If you look around, you can see that the seam has now disappeared, but in its place, we
- have pinching at the poles. This pinching is due to the way Godot maps textures to spheres in its
- :ref:`StandardMaterial3D <class_StandardMaterial3D>`. It uses a projection technique called equirectangular
- projection, which translates a spherical map onto a 2D plane.
- .. note:: If you are interested in a little extra information on the technique, we will be converting from
- spherical coordinates into Cartesian coordinates. Spherical coordinates map the longitude and
- latitude of the sphere, while Cartesian coordinates are, for all intents and purposes, a
- vector from the center of the sphere to the point.
- For each pixel, we will calculate its 3D position on the sphere. From that, we will use
- 3D noise to determine a color value. By calculating the noise in 3D, we solve the problem
- of the pinching at the poles. To understand why, picture the noise being calculated across the
- surface of the sphere instead of across the 2D plane. When you calculate across the
- surface of the sphere, you never hit an edge, and hence you never create a seam or
- a pinch point on the pole. The following code converts the ``UVs`` into Cartesian
- coordinates.
- .. code-block:: glsl
- float theta = UV.y * 3.14159;
- float phi = UV.x * 3.14159 * 2.0;
- vec3 unit = vec3(0.0, 0.0, 0.0);
- unit.x = sin(phi) * sin(theta);
- unit.y = cos(theta) * -1.0;
- unit.z = cos(phi) * sin(theta);
- unit = normalize(unit);
- And if we use ``unit`` as an output ``COLOR`` value, we get:
- .. image:: img/planet_normals.png
- Now that we can calculate the 3D position of the surface of the sphere, we can use 3D noise
- to make the planet. We will be using this noise function directly from a `Shadertoy <https://www.shadertoy.com/view/Xsl3Dl>`_:
- .. code-block:: glsl
- vec3 hash(vec3 p) {
- p = vec3(dot(p, vec3(127.1, 311.7, 74.7)),
- dot(p, vec3(269.5, 183.3, 246.1)),
- dot(p, vec3(113.5, 271.9, 124.6)));
- return -1.0 + 2.0 * fract(sin(p) * 43758.5453123);
- }
- float noise(vec3 p) {
- vec3 i = floor(p);
- vec3 f = fract(p);
- vec3 u = f * f * (3.0 - 2.0 * f);
- return mix(mix(mix(dot(hash(i + vec3(0.0, 0.0, 0.0)), f - vec3(0.0, 0.0, 0.0)),
- dot(hash(i + vec3(1.0, 0.0, 0.0)), f - vec3(1.0, 0.0, 0.0)), u.x),
- mix(dot(hash(i + vec3(0.0, 1.0, 0.0)), f - vec3(0.0, 1.0, 0.0)),
- dot(hash(i + vec3(1.0, 1.0, 0.0)), f - vec3(1.0, 1.0, 0.0)), u.x), u.y),
- mix(mix(dot(hash(i + vec3(0.0, 0.0, 1.0)), f - vec3(0.0, 0.0, 1.0)),
- dot(hash(i + vec3(1.0, 0.0, 1.0)), f - vec3(1.0, 0.0, 1.0)), u.x),
- mix(dot(hash(i + vec3(0.0, 1.0, 1.0)), f - vec3(0.0, 1.0, 1.0)),
- dot(hash(i + vec3(1.0, 1.0, 1.0)), f - vec3(1.0, 1.0, 1.0)), u.x), u.y), u.z );
- }
- .. note:: All credit goes to the author, Inigo Quilez. It is published under the ``MIT`` licence.
- Now to use ``noise``, add the following to the ``fragment`` function:
- .. code-block:: glsl
- float n = noise(unit * 5.0);
- COLOR.xyz = vec3(n * 0.5 + 0.5);
- .. image:: img/planet_noise.png
- .. note:: In order to highlight the texture, we set the material to unshaded.
- You can see now that the noise indeed wraps seamlessly around the sphere. Although this
- looks nothing like the planet you were promised. So let's move onto something more colorful.
- Coloring the planet
- -------------------
- Now to make the planet colors. While there are many ways to do this, for now, we will stick
- with a gradient between water and land.
- To make a gradient in GLSL, we use the ``mix`` function. ``mix`` takes two values to interpolate
- between and a third argument to choose how much to interpolate between them; in essence,
- it *mixes* the two values together. In other APIs, this function is often called ``lerp``.
- However, ``lerp`` is typically reserved for mixing two floats together; ``mix`` can take any
- values whether it be floats or vector types.
- .. code-block:: glsl
- COLOR.xyz = mix(vec3(0.05, 0.3, 0.5), vec3(0.9, 0.4, 0.1), n * 0.5 + 0.5);
- The first color is blue for the ocean. The second color is a kind of reddish color (because
- all alien planets need red terrain). And finally, they are mixed together by ``n * 0.5 + 0.5``.
- ``n`` smoothly varies between ``-1`` and ``1``. So we map it into the ``0-1`` range that ``mix`` expects.
- Now you can see that the colors change between blue and red.
- .. image:: img/planet_noise_color.png
- That is a little more blurry than we want. Planets typically have a relatively clear separation between
- land and sea. In order to do that, we will change the last term to ``smoothstep(-0.1, 0.0, n)``.
- And thus the whole line becomes:
- .. code-block:: glsl
- COLOR.xyz = mix(vec3(0.05, 0.3, 0.5), vec3(0.9, 0.4, 0.1), smoothstep(-0.1, 0.0, n));
- What ``smoothstep`` does is return ``0`` if the third argument is below the first and ``1`` if the
- third argument is larger than the second and smoothly blends between ``0`` and ``1`` if the third number
- is between the first and the second. So in this line, ``smoothstep`` returns ``0`` whenever ``n`` is less than ``-0.1``
- and it returns ``1`` whenever ``n`` is above ``0``.
- .. image:: img/planet_noise_smooth.png
- One more thing to make this a little more planet-y. The land shouldn't be so blobby; let's make the edges
- a little rougher. A trick that is often used in shaders to make rough looking terrain with noise is
- to layer levels of noise over one another at various frequencies. We use one layer to make the
- overall blobby structure of the continents. Then another layer breaks up the edges a bit, and then
- another, and so on. What we will do is calculate ``n`` with four lines of shader code
- instead of just one. ``n`` becomes:
- .. code-block:: glsl
- float n = noise(unit * 5.0) * 0.5;
- n += noise(unit * 10.0) * 0.25;
- n += noise(unit * 20.0) * 0.125;
- n += noise(unit * 40.0) * 0.0625;
- And now the planet looks like:
- .. image:: img/planet_noise_fbm.png
- And with shading turned back on, it looks like:
- .. image:: img/planet_noise_fbm_shaded.png
- Making an ocean
- ---------------
- One final thing to make this look more like a planet. The ocean and the land reflect light differently.
- So we want the ocean to shine a little more than the land. We can do this by passing a fourth value
- into the ``alpha`` channel of our output ``COLOR`` and using it as a Roughness map.
- .. code-block:: glsl
- COLOR.a = 0.3 + 0.7 * smoothstep(-0.1, 0.0, n);
- This line returns ``0.3`` for water and ``1.0`` for land. This means that the land is going to be quite
- rough, while the water will be quite smooth.
- And then, in the material, under the "Metallic" section, make sure ``Metallic`` is set to ``0`` and
- ``Specular`` is set to ``1``. The reason for this is the water reflects light really well, but
- isn't metallic. These values are not physically accurate, but they are good enough for this demo.
- Next, under the "Roughness" section, set ``Roughness`` to ``1`` and set the roughness texture to a
- :ref:`Viewport Texture <class_ViewportTexture>` pointing to our planet texture :ref:`Viewport <class_Viewport>`.
- Finally, set the ``Texture Channel`` to ``Alpha``. This instructs the renderer to use the ``alpha``
- channel of our output ``COLOR`` as the ``Roughness`` value.
- .. image:: img/planet_ocean.png
- You'll notice that very little changes except that the planet is no longer reflecting the sky.
- This is happening because, by default, when something is rendered with an
- alpha value, it gets drawn as a transparent object over the background. And since the default background
- of the :ref:`Viewport <class_Viewport>` is opaque, the ``alpha`` channel of the
- :ref:`Viewport Texture <class_ViewportTexture>` is ``1``, resulting in the planet texture being
- drawn with slightly fainter colors and a ``Roughness`` value of ``1`` everywhere. To correct this, we
- go into the :ref:`Viewport <class_Viewport>` and enable the "Transparent Bg" property. Since we are now
- rendering one transparent object on top of another, we want to enable ``blend_premul_alpha``:
- .. code-block:: glsl
- render_mode blend_premul_alpha;
- This pre-multiplies the colors by the ``alpha`` value and then blends them correctly together. Typically,
- when blending one transparent color on top of another, even if the background has an ``alpha`` of ``0`` (as it
- does in this case), you end up with weird color bleed issues. Setting ``blend_premul_alpha`` fixes that.
- Now the planet should look like it is reflecting light on the ocean but not the land. If you haven't done
- so already, add an :ref:`OmniLight3D <class_OmniLight3D>` to the scene so you can move it around and see the
- effect of the reflections on the ocean.
- .. image:: img/planet_ocean_reflect.png
- And there you have it. A procedural planet generated using a :ref:`Viewport <class_Viewport>`.
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