Files
parasitic-god/Shaders/corruption_shader.gdshader

31 lines
1.4 KiB
Plaintext

shader_type canvas_item;
// The color of the healthy terrain you want to target.
uniform vec4 terrain_color : source_color = vec4(0.0, 1.0, 0.0, 1.0);
// The color the terrain will turn into as it gets corrupted.
uniform vec4 corrupted_color : source_color = vec4(0.3, 0.1, 0.2, 1.0);
// This value will be controlled by your C# script (from 0.0 to 1.0).
uniform float corruption_level : hint_range(0.0, 1.0);
// A small tolerance to catch pixels that aren't *exactly* the terrain color.
uniform float tolerance : hint_range(0.0, 0.5) = 0.1;
void fragment() {
// Get the original color of the pixel from the sprite's texture.
vec4 original_color = texture(TEXTURE, UV);
// Calculate the difference between this pixel's color and the healthy terrain color.
// The distance() function is great for comparing colors.
float color_difference = distance(original_color.rgb, terrain_color.rgb);
// Check if the difference is within our tolerance.
if (color_difference < tolerance) {
// If it's a terrain pixel, mix the original terrain color with the
// corrupted color based on the corruption_level.
vec3 final_color = mix(terrain_color.rgb, corrupted_color.rgb, corruption_level);
COLOR = vec4(final_color, original_color.a);
} else {
// If it's not a terrain pixel (i.e., it's ocean), leave it unchanged.
COLOR = original_color;
}
}