User Guide Cancel

Pixelated - Shader API | Substance 3D Painter

Pixelated - Shader API

Basic pixelating shader

Import from libraries.

import lib-sampler.glsl
import lib-sampler.glsl
import lib-sampler.glsl

We define the global light position

const vec3 light_pos = vec3(10.0, 10.0, 10.0);
const vec3 light_pos = vec3(10.0, 10.0, 10.0);
const vec3 light_pos = vec3(10.0, 10.0, 10.0);

We bind the auto param world eye position to our uniform camera_pos.

//: param auto world_eye_position
uniform vec3 camera_pos;
//: param auto world_eye_position uniform vec3 camera_pos;
//: param auto world_eye_position 
uniform vec3 camera_pos;

We bind the document's channel base color to our uniform basecolor_tex.

//: param auto channel_basecolor
uniform SamplerSparse basecolor_tex;
//: param auto channel_basecolor uniform SamplerSparse basecolor_tex;
//: param auto channel_basecolor 
uniform SamplerSparse basecolor_tex;

We define a new custom tweak for this shader, along with its default value. This one is used to tweak the thickness of outline, when shadowed.

//: param custom {
//: "default": 0.4,
//: "min": 0.0,
//: "max": 1.0,
//: "label": "Unlit outline thickness"
//: }
uniform float unlit_outline_thickness;
//: param custom { //: "default": 0.4, //: "min": 0.0, //: "max": 1.0, //: "label": "Unlit outline thickness" //: } uniform float unlit_outline_thickness;
//: param custom { 
//:  "default": 0.4, 
//:   "min": 0.0, 
//:   "max": 1.0, 
//:   "label": "Unlit outline thickness" 
//: } 
uniform float unlit_outline_thickness;

We define a new custom tweak for this shader, along with its default value. This one is used to tweak the thickness of outline, when lit.

//: param custom {
//: "default": 0.1,
//: "min": 0.0,
//: "max": 1.0,
//: "label": "Lit outline thickness"
//: }
uniform float lit_outline_thickness;
//: param custom { //: "default": 0.1, //: "min": 0.0, //: "max": 1.0, //: "label": "Lit outline thickness" //: } uniform float lit_outline_thickness;
//: param custom { 
//:   "default": 0.1, 
//:   "min": 0.0, 
//:   "max": 1.0, 
//:   "label": "Lit outline thickness" 
//: } 
uniform float lit_outline_thickness;

Entry point of the shader.

void shade(V2F inputs)
{
void shade(V2F inputs) {
void shade(V2F inputs) 
{

We compute a few useful values.

vec3 V = normalize(camera_pos - inputs.position);
vec3 N = normalize(inputs.normal);
vec3 L = normalize(light_pos - inputs.position);
float NdV = dot(N, V);
float NdL = max(0.0, dot(N, L));
vec3 V = normalize(camera_pos - inputs.position); vec3 N = normalize(inputs.normal); vec3 L = normalize(light_pos - inputs.position); float NdV = dot(N, V); float NdL = max(0.0, dot(N, L));
  vec3 V = normalize(camera_pos - inputs.position); 
  vec3 N = normalize(inputs.normal); 
  vec3 L = normalize(light_pos - inputs.position); 
  float NdV = dot(N, V); 
  float NdL = max(0.0, dot(N, L));

Priority is to performs the outline detection. If outline condition is reach, exit with black color.

if (NdV < mix(unlit_outline_thickness, lit_outline_thickness, NdL)) {
return;
}
vec3 baseColor = getBaseColor(basecolor_tex, inputs.sparse_coord);
if (NdV < mix(unlit_outline_thickness, lit_outline_thickness, NdL)) { return; } vec3 baseColor = getBaseColor(basecolor_tex, inputs.sparse_coord);
  if (NdV < mix(unlit_outline_thickness, lit_outline_thickness, NdL)) { 
    return; 
  } 
 
  vec3 baseColor = getBaseColor(basecolor_tex, inputs.sparse_coord);

Introduce some jitter to mask size, based on base color luminance

float maskRadiusJitter = pow(dot(baseColor, vec3(0.3333)), 0.1);
float maskRadiusJitter = pow(dot(baseColor, vec3(0.3333)), 0.1);
  float maskRadiusJitter = pow(dot(baseColor, vec3(0.3333)), 0.1);

Compute a mask value, based on screen space position of fragment. This will create a grid like pattern.

float mask = pow(1.0 - length(fract(gl_FragCoord.xy / 7.0) - vec2(0.5)), maskRadiusJitter * 5.0) * 5.0;
float mask = pow(1.0 - length(fract(gl_FragCoord.xy / 7.0) - vec2(0.5)), maskRadiusJitter * 5.0) * 5.0;
  float mask = pow(1.0 - length(fract(gl_FragCoord.xy / 7.0) - vec2(0.5)), maskRadiusJitter * 5.0) * 5.0;

Here, we sample the base color and apply a simple diffuse attenuation

vec3 color = baseColor * NdL;
diffuseShadingOutput(mask * color);
}
vec3 color = baseColor * NdL; diffuseShadingOutput(mask * color); }
  vec3 color = baseColor * NdL; 
 
  diffuseShadingOutput(mask * color); 
} 
 

Get help faster and easier

New user?