Add a new shader - 3D Vertical Dissolve in Object Space#1
Merged
ceceppa merged 1 commit intoceceppa:masterfrom Aug 4, 2022
Merged
Conversation
This shader uses the same code from the "3D Vertical Dissolve" shader, but instead of taking the object's global_transform, it uses the object pixel in local space to dissolve, this way, it dissolves from the mesh's real local top-down or bottom-up (when checking Up).
Owner
|
I love that, thanks. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
This shader uses the same code from the "3D Vertical Dissolve" shader, but instead of taking the object's global_transform, it uses the object pixel in local space to dissolve, this way, it dissolves from the mesh's real local top-down or bottom-up (for example, "from head to chin" or "from chin to head").
The only change is in
vec3 position = (inverse(WORLD_MATRIX) * CAMERA_MATRIX * vec4(VERTEX, 1.0)).xyz;instead ofvec3 position = world_pos;.This is the final result:
GodotVerticalDissolveObjectSpace.mp4
As a comparison, this is the behaviour of the existing 3D Vertical Dissolve shader, notice after 0:02 when I rotate the mesh, how it's dissolved (it doesn't take into consideration that the "top" is the "head"):
GodotDissolveGlobalSpace.mp4