Qt Quick 3D - Custom Materials Example

 // Copyright (C) 2020 The Qt Company Ltd.
 // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause

 import QtQuick
 import QtQuick3D

 Window {
     id: window
     width: 1280
     height: 720
     visible: true
     title: "Custom Materials Example"

     View3D {
         id: v3d
         anchors.fill: parent

         camera: camera

         environment: SceneEnvironment {
             backgroundMode: SceneEnvironment.SkyBox
             probeExposure: 2
             lightProbe: Texture {
                 source: "maps/OpenfootageNET_lowerAustria01-1024.hdr"
             }
             skyboxBlurAmount: 0.1
         }

         PerspectiveCamera {
             id: camera
             fieldOfView: 45
             position: Qt.vector3d(0, 100, 900)
         }

         SpotLight {
             position: Qt.vector3d(0, 500, 0)
             eulerRotation.x: -60
             color: Qt.rgba(1.0, 1.0, 0.1, 1.0)
             brightness: 50
             castsShadow: true
             shadowMapQuality: Light.ShadowMapQualityHigh
         }

         property real globalRotation: 0

         NumberAnimation {
             target: v3d
             property: "globalRotation"
             from: 0
             to: 360
             duration: 27000
             running: true
             loops: Animation.Infinite
         }

         property real radius: 400
         property real separation: 360/5

         Model {
             id: floor
             source: "#Rectangle"
             y: -200
             scale: Qt.vector3d(15, 15, 1)
             eulerRotation.x: -90
             materials: [
                 PrincipledMaterial  {
                     baseColor: "white"
                 }
             ]
         }

         // Start with a simple material, using the built-in implementation for everything.
         Node {
             eulerRotation.y: v3d.globalRotation
             Model {
                 source: "weirdShape.mesh"
                 scale: Qt.vector3d(100, 100, 100)
                 rotation: Quaternion.fromEulerAngles(-90, 0, 0)
                 x: v3d.radius

                 materials: [
                     CustomMaterial {
                         shadingMode: CustomMaterial.Shaded
                         fragmentShader: "material_simple.frag"
                         property color uDiffuse: "fuchsia"
                         property real uSpecular: 1.0
                     }
                 ]
             }
         }

         // A metallic material using defaults for everything, except ambient light, and no uniforms.
         Node {
             eulerRotation.y: v3d.globalRotation + v3d.separation * 1
             Model {
                 source: "weirdShape.mesh"
                 scale: Qt.vector3d(100, 100, 100)
                 rotation: Quaternion.fromEulerAngles(-90, 0, 0)
                 x: v3d.radius

                 materials: [
                     CustomMaterial {
                         shadingMode: CustomMaterial.Shaded
                         fragmentShader: "material_metallic.frag"
                     }
                 ]
             }
         }

         // A material with custom handling of all the lights, but still using
         // the built-in specular function.
         Node {
             eulerRotation.y: v3d.globalRotation + v3d.separation * 2
             Model {
                 source: "weirdShape.mesh"
                 scale: Qt.vector3d(100, 100, 100)
                 rotation: Quaternion.fromEulerAngles(-90, 0, 0)
                 x: v3d.radius
                 materials: [
                     CustomMaterial {
                         shadingMode: CustomMaterial.Shaded
                         fragmentShader: "material_customlights.frag"
                         property color uDiffuse: "orange"
                         property real uShininess: 150
                     }
                 ]
             }
         }

         // Custom handling of everything, including specular.
         Node {
             eulerRotation.y: v3d.globalRotation  + v3d.separation * 3
             Model {
                 source: "weirdShape.mesh"
                 scale: Qt.vector3d(100, 100, 100)
                 rotation: Quaternion.fromEulerAngles(-90, 0, 0)
                 x: v3d.radius
                 materials: [
                     CustomMaterial {
                         shadingMode: CustomMaterial.Shaded
                         fragmentShader: "material_customspecular.frag"
                         property color uDiffuse: "green"
                         property real uShininess: 150
                     }
                 ]
             }
         }

         // Custom lights, plus custom vertex shader
         Node {
             eulerRotation.y: v3d.globalRotation + v3d.separation * 4
             Model {
                 source: "weirdShape.mesh"
                 scale: Qt.vector3d(100, 100, 100)
                 rotation: Quaternion.fromEulerAngles(-90, 0, 0)
                 x: v3d.radius
                 materials: [
                     CustomMaterial {
                         id: material
                         shadingMode: CustomMaterial.Shaded
                         vertexShader: "material_distortion.vert"
                         fragmentShader: "material_customlights.frag"
                         property real uTime: 0.0
                         property real uAmplitude: 0.3
                         property color uDiffuse: "yellow"
                         property real uShininess: 50
                         NumberAnimation {
                             target: material
                             property: "uTime"
                             from: 0.0
                             to: 31.4
                             duration: 10000
                             loops: Animation.Infinite
                             running: true
                         }
                     }
                 ]
             }
         }

         // Transparent material, with a refractive effect
         Model {
             id: screenSphere
             source: "#Sphere"
             scale: Qt.vector3d(0.75, 0.75, 0.75)
             y: 60
             z: 750;
             materials: [
                 CustomMaterial {
                     shadingMode: CustomMaterial.Shaded
                     fragmentShader: "material_transparent.frag"
                 }
             ]
             SequentialAnimation on x {
                 NumberAnimation { from: 50; to: -50; duration: 20000 }
                 NumberAnimation { from: -50; to: 50; duration: 20000 }
                 loops: Animation.Infinite
             }
         }
     }
 }