using_viewport_as_texture.rst 14 KB

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  1. .. _doc_viewport_as_texture:
  2. Using a Viewport as a texture
  3. =============================
  4. Introduction
  5. ------------
  6. This tutorial will introduce you to using the :ref:`Viewport <class_Viewport>` as a
  7. texture that can be applied to 3D objects. In order to do so, it will walk you through the process
  8. of making a procedural planet like the one below:
  9. .. image:: img/planet_example.png
  10. .. note:: This tutorial does not cover how to code a dynamic atmosphere like the one this planet has.
  11. This tutorial assumes you are familiar with how to set up a basic scene including:
  12. a :ref:`Camera3D <class_Camera3D>`, a :ref:`light source <class_OmniLight3D>`, a
  13. :ref:`MeshInstance3D <class_MeshInstance3D>` with a :ref:`Primitive Mesh <class_PrimitiveMesh>`,
  14. and applying a :ref:`StandardMaterial3D <class_StandardMaterial3D>` to the mesh. The focus will be on using
  15. the :ref:`Viewport <class_Viewport>` to dynamically create textures that can be applied to the mesh.
  16. In this tutorial, we'll cover the following topics:
  17. - How to use a :ref:`Viewport <class_Viewport>` as a render texture
  18. - Mapping a texture to a sphere with equirectangular mapping
  19. - Fragment shader techniques for procedural planets
  20. - Setting a Roughness map from a :ref:`Viewport Texture <class_ViewportTexture>`
  21. Setting up the Viewport
  22. -----------------------
  23. First, add a :ref:`Viewport <class_Viewport>` to the scene.
  24. Next, set the size of the :ref:`Viewport <class_Viewport>` to ``(1024, 512)``. The
  25. :ref:`Viewport <class_Viewport>` can actually be any size so long as the width is double the height.
  26. The width needs to be double the height so that the image will accurately map onto the
  27. sphere, as we will be using equirectangular projection, but more on that later.
  28. .. image:: img/planet_new_viewport.png
  29. Next, disable HDR and disable 3D. We don't need HDR because our planet's surface will not be especially
  30. bright, so values between ``0`` and ``1`` will be fine. And we will be using a :ref:`ColorRect <class_ColorRect>`
  31. to render the surface, so we don't need 3D either.
  32. Select the Viewport and add a :ref:`ColorRect <class_ColorRect>` as a child.
  33. Set the anchors "Right" and "Bottom" to ``1``, then make sure all the margins are set to ``0``. This
  34. will ensure that the :ref:`ColorRect <class_ColorRect>` takes up the entire :ref:`Viewport <class_Viewport>`.
  35. .. image:: img/planet_new_colorrect.png
  36. Next, we add a :ref:`Shader Material <class_ShaderMaterial>` to the :ref:`ColorRect <class_ColorRect>` (ColorRect > CanvasItem > Material > Material > ``New ShaderMaterial``).
  37. .. note:: Basic familiarity with shading is recommended for this tutorial. However, even if you are new
  38. to shaders, all the code will be provided, so you should have no problem following along.
  39. ColorRect > CanvasItem > Material > Material > click / Edit > ShaderMaterial > Shader > ``New Shader`` > click / Edit:
  40. .. code-block:: glsl
  41. shader_type canvas_item;
  42. void fragment() {
  43. COLOR = vec4(UV.x, UV.y, 0.5, 1.0);
  44. }
  45. The above code renders a gradient like the one below.
  46. .. image:: img/planet_gradient.png
  47. Now we have the basics of a :ref:`Viewport <class_Viewport>` that we render to and we have a unique image that we can
  48. apply to the sphere.
  49. Applying the texture
  50. --------------------
  51. MeshInstance3D > GeometryInstance > Geometry > Material Override > ``New StandardMaterial3D``:
  52. Now we go into the :ref:`MeshInstance3D <class_MeshInstance3D>` and add a :ref:`StandardMaterial3D <class_StandardMaterial3D>`
  53. to it. No need for a special :ref:`Shader Material <class_ShaderMaterial>` (although that would be a good idea
  54. for more advanced effects, like the atmosphere in the example above).
  55. MeshInstance3D > GeometryInstance > Geometry > Material Override > ``click`` / ``Edit``:
  56. Open the newly created :ref:`StandardMaterial3D <class_StandardMaterial3D>` and scroll down to the "Albedo" section
  57. and click beside the "Texture" property to add an Albedo Texture. Here we will apply the texture we made.
  58. Choose "New ViewportTexture"
  59. .. image:: img/planet_new_viewport_texture.png
  60. Then, from the menu that pops up, select the Viewport that we rendered to earlier.
  61. .. image:: img/planet_pick_viewport_texture.png
  62. Your sphere should now be colored in with the colors we rendered to the Viewport.
  63. .. image:: img/planet_seam.png
  64. Notice the ugly seam that forms where the texture wraps around? This is because we are picking
  65. a color based on UV coordinates and UV coordinates do not wrap around the texture. This is a classic
  66. problem in 2D map projection. Game developers often have a 2-dimensional map they want to project
  67. onto a sphere, but when it wraps around, it has large seams. There is an elegant workaround for this
  68. problem that we will illustrate in the next section.
  69. Making the planet texture
  70. -------------------------
  71. So now, when we render to our :ref:`Viewport <class_Viewport>`, it appears magically on the sphere. But there is an ugly
  72. seam created by our texture coordinates. So how do we get a range of coordinates that wrap around
  73. the sphere in a nice way? One solution is to use a function that repeats on the domain of our texture.
  74. ``sin`` and ``cos`` are two such functions. Let's apply them to the texture and see what happens.
  75. .. code-block:: glsl
  76. COLOR.xyz = vec3(sin(UV.x * 3.14159 * 4.0) * cos(UV.y * 3.14159 * 4.0) * 0.5 + 0.5);
  77. .. image:: img/planet_sincos.png
  78. Not too bad. If you look around, you can see that the seam has now disappeared, but in its place, we
  79. have pinching at the poles. This pinching is due to the way Godot maps textures to spheres in its
  80. :ref:`StandardMaterial3D <class_StandardMaterial3D>`. It uses a projection technique called equirectangular
  81. projection, which translates a spherical map onto a 2D plane.
  82. .. note:: If you are interested in a little extra information on the technique, we will be converting from
  83. spherical coordinates into Cartesian coordinates. Spherical coordinates map the longitude and
  84. latitude of the sphere, while Cartesian coordinates are, for all intents and purposes, a
  85. vector from the center of the sphere to the point.
  86. For each pixel, we will calculate its 3D position on the sphere. From that, we will use
  87. 3D noise to determine a color value. By calculating the noise in 3D, we solve the problem
  88. of the pinching at the poles. To understand why, picture the noise being calculated across the
  89. surface of the sphere instead of across the 2D plane. When you calculate across the
  90. surface of the sphere, you never hit an edge, and hence you never create a seam or
  91. a pinch point on the pole. The following code converts the ``UVs`` into Cartesian
  92. coordinates.
  93. .. code-block:: glsl
  94. float theta = UV.y * 3.14159;
  95. float phi = UV.x * 3.14159 * 2.0;
  96. vec3 unit = vec3(0.0, 0.0, 0.0);
  97. unit.x = sin(phi) * sin(theta);
  98. unit.y = cos(theta) * -1.0;
  99. unit.z = cos(phi) * sin(theta);
  100. unit = normalize(unit);
  101. And if we use ``unit`` as an output ``COLOR`` value, we get:
  102. .. image:: img/planet_normals.png
  103. Now that we can calculate the 3D position of the surface of the sphere, we can use 3D noise
  104. to make the planet. We will be using this noise function directly from a `Shadertoy <https://www.shadertoy.com/view/Xsl3Dl>`_:
  105. .. code-block:: glsl
  106. vec3 hash(vec3 p) {
  107. p = vec3(dot(p, vec3(127.1, 311.7, 74.7)),
  108. dot(p, vec3(269.5, 183.3, 246.1)),
  109. dot(p, vec3(113.5, 271.9, 124.6)));
  110. return -1.0 + 2.0 * fract(sin(p) * 43758.5453123);
  111. }
  112. float noise(vec3 p) {
  113. vec3 i = floor(p);
  114. vec3 f = fract(p);
  115. vec3 u = f * f * (3.0 - 2.0 * f);
  116. return mix(mix(mix(dot(hash(i + vec3(0.0, 0.0, 0.0)), f - vec3(0.0, 0.0, 0.0)),
  117. dot(hash(i + vec3(1.0, 0.0, 0.0)), f - vec3(1.0, 0.0, 0.0)), u.x),
  118. mix(dot(hash(i + vec3(0.0, 1.0, 0.0)), f - vec3(0.0, 1.0, 0.0)),
  119. dot(hash(i + vec3(1.0, 1.0, 0.0)), f - vec3(1.0, 1.0, 0.0)), u.x), u.y),
  120. mix(mix(dot(hash(i + vec3(0.0, 0.0, 1.0)), f - vec3(0.0, 0.0, 1.0)),
  121. dot(hash(i + vec3(1.0, 0.0, 1.0)), f - vec3(1.0, 0.0, 1.0)), u.x),
  122. mix(dot(hash(i + vec3(0.0, 1.0, 1.0)), f - vec3(0.0, 1.0, 1.0)),
  123. dot(hash(i + vec3(1.0, 1.0, 1.0)), f - vec3(1.0, 1.0, 1.0)), u.x), u.y), u.z );
  124. }
  125. .. note:: All credit goes to the author, Inigo Quilez. It is published under the ``MIT`` licence.
  126. Now to use ``noise``, add the following to the ``fragment`` function:
  127. .. code-block:: glsl
  128. float n = noise(unit * 5.0);
  129. COLOR.xyz = vec3(n * 0.5 + 0.5);
  130. .. image:: img/planet_noise.png
  131. .. note:: In order to highlight the texture, we set the material to unshaded.
  132. You can see now that the noise indeed wraps seamlessly around the sphere. Although this
  133. looks nothing like the planet you were promised. So let's move onto something more colorful.
  134. Coloring the planet
  135. -------------------
  136. Now to make the planet colors. While there are many ways to do this, for now, we will stick
  137. with a gradient between water and land.
  138. To make a gradient in GLSL, we use the ``mix`` function. ``mix`` takes two values to interpolate
  139. between and a third argument to choose how much to interpolate between them; in essence,
  140. it *mixes* the two values together. In other APIs, this function is often called ``lerp``.
  141. However, ``lerp`` is typically reserved for mixing two floats together; ``mix`` can take any
  142. values whether it be floats or vector types.
  143. .. code-block:: glsl
  144. COLOR.xyz = mix(vec3(0.05, 0.3, 0.5), vec3(0.9, 0.4, 0.1), n * 0.5 + 0.5);
  145. The first color is blue for the ocean. The second color is a kind of reddish color (because
  146. all alien planets need red terrain). And finally, they are mixed together by ``n * 0.5 + 0.5``.
  147. ``n`` smoothly varies between ``-1`` and ``1``. So we map it into the ``0-1`` range that ``mix`` expects.
  148. Now you can see that the colors change between blue and red.
  149. .. image:: img/planet_noise_color.png
  150. That is a little more blurry than we want. Planets typically have a relatively clear separation between
  151. land and sea. In order to do that, we will change the last term to ``smoothstep(-0.1, 0.0, n)``.
  152. And thus the whole line becomes:
  153. .. code-block:: glsl
  154. COLOR.xyz = mix(vec3(0.05, 0.3, 0.5), vec3(0.9, 0.4, 0.1), smoothstep(-0.1, 0.0, n));
  155. What ``smoothstep`` does is return ``0`` if the third argument is below the first and ``1`` if the
  156. third argument is larger than the second and smoothly blends between ``0`` and ``1`` if the third number
  157. is between the first and the second. So in this line, ``smoothstep`` returns ``0`` whenever ``n`` is less than ``-0.1``
  158. and it returns ``1`` whenever ``n`` is above ``0``.
  159. .. image:: img/planet_noise_smooth.png
  160. One more thing to make this a little more planet-y. The land shouldn't be so blobby; let's make the edges
  161. a little rougher. A trick that is often used in shaders to make rough looking terrain with noise is
  162. to layer levels of noise over one another at various frequencies. We use one layer to make the
  163. overall blobby structure of the continents. Then another layer breaks up the edges a bit, and then
  164. another, and so on. What we will do is calculate ``n`` with four lines of shader code
  165. instead of just one. ``n`` becomes:
  166. .. code-block:: glsl
  167. float n = noise(unit * 5.0) * 0.5;
  168. n += noise(unit * 10.0) * 0.25;
  169. n += noise(unit * 20.0) * 0.125;
  170. n += noise(unit * 40.0) * 0.0625;
  171. And now the planet looks like:
  172. .. image:: img/planet_noise_fbm.png
  173. And with shading turned back on, it looks like:
  174. .. image:: img/planet_noise_fbm_shaded.png
  175. Making an ocean
  176. ---------------
  177. One final thing to make this look more like a planet. The ocean and the land reflect light differently.
  178. So we want the ocean to shine a little more than the land. We can do this by passing a fourth value
  179. into the ``alpha`` channel of our output ``COLOR`` and using it as a Roughness map.
  180. .. code-block:: glsl
  181. COLOR.a = 0.3 + 0.7 * smoothstep(-0.1, 0.0, n);
  182. This line returns ``0.3`` for water and ``1.0`` for land. This means that the land is going to be quite
  183. rough, while the water will be quite smooth.
  184. And then, in the material, under the "Metallic" section, make sure ``Metallic`` is set to ``0`` and
  185. ``Specular`` is set to ``1``. The reason for this is the water reflects light really well, but
  186. isn't metallic. These values are not physically accurate, but they are good enough for this demo.
  187. Next, under the "Roughness" section, set ``Roughness`` to ``1`` and set the roughness texture to a
  188. :ref:`Viewport Texture <class_ViewportTexture>` pointing to our planet texture :ref:`Viewport <class_Viewport>`.
  189. Finally, set the ``Texture Channel`` to ``Alpha``. This instructs the renderer to use the ``alpha``
  190. channel of our output ``COLOR`` as the ``Roughness`` value.
  191. .. image:: img/planet_ocean.png
  192. You'll notice that very little changes except that the planet is no longer reflecting the sky.
  193. This is happening because, by default, when something is rendered with an
  194. alpha value, it gets drawn as a transparent object over the background. And since the default background
  195. of the :ref:`Viewport <class_Viewport>` is opaque, the ``alpha`` channel of the
  196. :ref:`Viewport Texture <class_ViewportTexture>` is ``1``, resulting in the planet texture being
  197. drawn with slightly fainter colors and a ``Roughness`` value of ``1`` everywhere. To correct this, we
  198. go into the :ref:`Viewport <class_Viewport>` and enable the "Transparent Bg" property. Since we are now
  199. rendering one transparent object on top of another, we want to enable ``blend_premul_alpha``:
  200. .. code-block:: glsl
  201. render_mode blend_premul_alpha;
  202. This pre-multiplies the colors by the ``alpha`` value and then blends them correctly together. Typically,
  203. when blending one transparent color on top of another, even if the background has an ``alpha`` of ``0`` (as it
  204. does in this case), you end up with weird color bleed issues. Setting ``blend_premul_alpha`` fixes that.
  205. Now the planet should look like it is reflecting light on the ocean but not the land. If you haven't done
  206. so already, add an :ref:`OmniLight3D <class_OmniLight3D>` to the scene so you can move it around and see the
  207. effect of the reflections on the ocean.
  208. .. image:: img/planet_ocean_reflect.png
  209. And there you have it. A procedural planet generated using a :ref:`Viewport <class_Viewport>`.