revert
This commit is contained in:
@@ -171,27 +171,27 @@ offsets = PackedFloat32Array(0, 0.25, 0.5, 0.75, 1)
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colors = PackedColorArray(1, 0.6, 0.4, 1, 1, 0.5, 0.3, 1, 1, 1, 0.95, 1, 1, 0.7, 0.4, 1, 1, 1, 1, 1)
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[sub_resource type="Curve" id="Curve_fm80q"]
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_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(0.2, 0), 0.0, 0.0, 0, 0, Vector2(0.3, 0.8), 0.0, 0.0, 0, 0, Vector2(0.5, 1), 0.0, 0.0, 0, 0, Vector2(0.7, 0.8), 0.0, 0.0, 0, 0, Vector2(0.85, 0), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
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_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(0.2, 0), 0.0, 0.0, 0, 0, Vector2(0.3, 0.55), 0.0, 0.0, 0, 0, Vector2(0.5, 0.7), 0.0, 0.0, 0, 0, Vector2(0.7, 0.55), 0.0, 0.0, 0, 0, Vector2(0.85, 0), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
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point_count = 7
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[sub_resource type="Gradient" id="Gradient_kcyr7"]
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colors = PackedColorArray(0.7, 0.8, 1, 1, 0.7, 0.8, 1, 1)
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[sub_resource type="Curve" id="Curve_qti3v"]
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_data = [Vector2(0, 0.4), 0.0, 0.0, 0, 0, Vector2(0.2, 0.3), 0.0, 0.0, 0, 0, Vector2(0.25, 0), 0.0, 0.0, 0, 0, Vector2(0.75, 0), 0.0, 0.0, 0, 0, Vector2(0.85, 0.3), 0.0, 0.0, 0, 0, Vector2(1, 0.4), 0.0, 0.0, 0, 0]
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_data = [Vector2(0, 0.4), 0.0, 0.0, 0, 0, Vector2(0.15, 0.3), 0.0, 0.0, 0, 0, Vector2(0.22, 0), 0.0, 0.0, 0, 0, Vector2(0.85, 0), 0.0, 0.0, 0, 0, Vector2(0.92, 0.3), 0.0, 0.0, 0, 0, Vector2(1, 0.4), 0.0, 0.0, 0, 0]
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point_count = 6
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[sub_resource type="Gradient" id="Gradient_bq8yq"]
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offsets = PackedFloat32Array(0, 0.25, 0.5, 0.75, 1)
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colors = PackedColorArray(0.15, 0.18, 0.3, 1, 0.15, 0.18, 0.3, 1, 0.6, 0.65, 0.75, 1, 0.55, 0.5, 0.55, 1, 1, 1, 1, 1)
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colors = PackedColorArray(0.08, 0.1, 0.18, 1, 0.5, 0.55, 0.65, 1, 0.6, 0.65, 0.75, 1, 0.55, 0.5, 0.55, 1, 0.08, 0.1, 0.18, 1)
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[sub_resource type="Curve" id="Curve_x6xf2"]
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_data = [Vector2(0, 0.2), 0.0, 0.0, 0, 0, Vector2(0.25, 0.5), 0.0, 0.0, 0, 0, Vector2(0.5, 0.7), 0.0, 0.0, 0, 0, Vector2(0.75, 0.5), 0.0, 0.0, 0, 0, Vector2(1, 0.2), 0.0, 0.0, 0, 0]
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point_count = 5
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_data = [Vector2(0, 0.05), 0.0, 0.0, 0, 0, Vector2(0.2, 0.1), 0.0, 0.0, 0, 0, Vector2(0.3, 0.5), 0.0, 0.0, 0, 0, Vector2(0.5, 0.6), 0.0, 0.0, 0, 0, Vector2(0.7, 0.5), 0.0, 0.0, 0, 0, Vector2(0.85, 0.1), 0.0, 0.0, 0, 0, Vector2(1, 0.05), 0.0, 0.0, 0, 0]
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point_count = 7
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[sub_resource type="Gradient" id="Gradient_tn5up"]
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offsets = PackedFloat32Array(0, 0.25, 0.5, 0.75, 1)
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colors = PackedColorArray(0.1, 0.12, 0.2, 1, 0.1, 0.12, 0.2, 1, 0.7, 0.75, 0.85, 1, 0.7, 0.55, 0.5, 1, 1, 1, 1, 1)
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colors = PackedColorArray(0.05, 0.06, 0.1, 1, 0.6, 0.65, 0.75, 1, 0.7, 0.75, 0.85, 1, 0.7, 0.55, 0.5, 1, 0.05, 0.06, 0.1, 1)
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[sub_resource type="Curve" id="Curve_ej5u1"]
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_data = [Vector2(0, 0.02), 0.0, 0.0, 0, 0, Vector2(0.25, 0.015), 0.0, 0.0, 0, 0, Vector2(0.5, 0.01), 0.0, 0.0, 0, 0, Vector2(0.75, 0.015), 0.0, 0.0, 0, 0, Vector2(1, 0.02), 0.0, 0.0, 0, 0]
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@@ -331,7 +331,7 @@ presets = Array[ExtResource("3_c6jpa")]([SubResource("Resource_ajt3x"), SubResou
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[node name="DayNightController" type="Node" parent="." unique_id=1083149574]
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script = ExtResource("3_day_night")
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time_of_day = 0.31124353179020736
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time_of_day = 0.3159409316050229
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current_day = 4
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sun_color_curve = SubResource("Gradient_sxvon")
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sun_intensity_curve = SubResource("Curve_fm80q")
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@@ -353,10 +353,10 @@ script = ExtResource("5_clouds")
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layer_configs = Array[ExtResource("4_ssi15")]([SubResource("Resource_xh4oc"), SubResource("Resource_ahi10"), SubResource("Resource_a5xai"), SubResource("Resource_uxs4q")])
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global_coverage = 0.2
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global_wind_speed = 0.5
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sun_direction = Vector3(0.9166991, 0.37115902, 0.14799932)
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sun_color = Color(1, 0.62245756, 0.45919484, 1)
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sun_intensity = 0.80182046
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moon_direction = Vector3(0.9225648, -0.37353396, -0.09667771)
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sun_direction = Vector3(0.9038672, 0.39738584, 0.15845723)
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sun_color = Color(1, 0.63184845, 0.471403, 1)
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sun_intensity = 0.80360174
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moon_direction = Vector3(0.91050637, -0.40030476, -0.10360649)
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moon_intensity = 0.0
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[node name="PostProcessController" type="Node" parent="." unique_id=186747041]
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@@ -367,11 +367,11 @@ sky_top_color = Color(0.2, 0.4, 0.85, 1)
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sky_horizon_color = Color(0.6, 0.75, 0.95, 1)
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sky_bottom_color = Color(0.5, 0.6, 0.7, 1)
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skybox_texture = ExtResource("6_ssi15")
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fog_color = Color(0.24694908, 0.27429652, 0.35919484, 1)
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fog_density = 0.014247157
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sun_glow_intensity = 0.40091023
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sun_glow_color = Color(1, 0.62245756, 0.45919484, 1)
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sun_direction = Vector3(0.9166991, 0.37115902, 0.14799932)
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fog_color = Color(0.25821814, 0.28612906, 0.371403, 1)
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fog_density = 0.014140322
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sun_glow_intensity = 0.40180087
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sun_glow_color = Color(1, 0.63184845, 0.471403, 1)
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sun_direction = Vector3(0.9038672, 0.39738584, 0.15845723)
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[node name="VFXController" type="Node3D" parent="." unique_id=207251300]
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script = ExtResource("7_vfx")
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@@ -386,13 +386,13 @@ environment = ExtResource("13_2w5ig")
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compositor = SubResource("Compositor_ssi15")
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[node name="SunLight" type="DirectionalLight3D" parent="." unique_id=1278065589]
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transform = Transform3D(0.15938424, -0.98704875, 0.018195797, 0, 0.018431408, 0.99983037, -0.9872164, -0.15935718, 0.0029376775, 0, 50, 0)
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light_color = Color(1, 0.62245756, 0.45919484, 1)
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light_energy = 0.80182046
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transform = Transform3D(0.17267685, -0.9848151, 0.017930198, 0, 0.018203637, 0.99983454, -0.98497826, -0.17264825, 0.0031433487, 0, 50, 0)
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light_color = Color(1, 0.63184845, 0.471403, 1)
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light_energy = 0.80360174
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shadow_enabled = true
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[node name="MoonLight" type="DirectionalLight3D" parent="." unique_id=52072807]
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transform = Transform3D(-0.10422167, -0.99438065, 0.01858649, 0, 0.018688265, 0.9998256, -0.99455404, 0.1042035, -0.0019477225, 0, 50, 0)
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transform = Transform3D(-0.11306036, -0.9934189, 0.018351724, 0, 0.018470151, 0.99982965, -0.9935881, 0.11304111, -0.0020882422, 0, 50, 0)
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visible = false
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light_color = Color(0.7, 0.8, 1, 1)
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light_energy = 0.0
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@@ -110,9 +110,9 @@ shader_parameter/sky_bottom_color = Color(0.5, 0.6, 0.7, 1)
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shader_parameter/gradient_intensity = 1.0
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shader_parameter/horizon_blend = 0.5
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shader_parameter/sun_glow_enabled = true
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shader_parameter/sun_direction = Vector3(0.9166991, 0.37115902, 0.14799932)
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shader_parameter/sun_glow_color = Color(1, 0.62245756, 0.45919484, 1)
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shader_parameter/sun_glow_intensity = 0.40091023
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shader_parameter/sun_direction = Vector3(0.8560367, 0.48015037, 0.19145952)
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shader_parameter/sun_glow_color = Color(1, 0.95, 0.85, 1)
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shader_parameter/sun_glow_intensity = 0.3
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shader_parameter/sun_glow_size = 0.2
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shader_parameter/sun_glow_falloff = 2.0
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shader_parameter/dawn_dusk_enabled = true
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@@ -128,9 +128,9 @@ sky_material = SubResource("ShaderMaterial_jmmec")
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[resource]
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background_mode = 2
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sky = SubResource("Sky_ssi15")
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ambient_light_color = Color(0.26021183, 0.2951101, 0.4102118, 1)
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ambient_light_energy = 0.5301137
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ambient_light_color = Color(0.5, 0.6, 0.8, 1)
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ambient_light_energy = 0.6
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fog_enabled = true
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fog_light_color = Color(0.24694908, 0.27429652, 0.35919484, 1)
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fog_density = 0.014247157
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fog_light_color = Color(0.7, 0.8, 0.95, 1)
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fog_density = 0.005
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fog_height_density = 0.1
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@@ -61,6 +61,11 @@ const NOON := 0.5
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@export var fog_color_curve: Gradient
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@export var fog_density_curve: Curve
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@export_group("Sky Gradient Curves")
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@export var sky_top_color_curve: Gradient
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@export var sky_horizon_color_curve: Gradient
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@export var sky_bottom_color_curve: Gradient
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@export_group("Stars")
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@export var stars_visibility_curve: Curve
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@@ -117,10 +122,10 @@ func _initialize_default_curves() -> void:
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if moon_intensity_curve == null:
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moon_intensity_curve = Curve.new()
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moon_intensity_curve.add_point(Vector2(0.0, 0.4))
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moon_intensity_curve.add_point(Vector2(0.2, 0.3))
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moon_intensity_curve.add_point(Vector2(0.25, 0.0))
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moon_intensity_curve.add_point(Vector2(0.75, 0.0))
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moon_intensity_curve.add_point(Vector2(0.85, 0.3))
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moon_intensity_curve.add_point(Vector2(0.15, 0.3))
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moon_intensity_curve.add_point(Vector2(0.22, 0.0))
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moon_intensity_curve.add_point(Vector2(0.85, 0.0))
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moon_intensity_curve.add_point(Vector2(0.92, 0.3))
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moon_intensity_curve.add_point(Vector2(1.0, 0.4))
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if ambient_color_curve == null:
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@@ -133,11 +138,13 @@ func _initialize_default_curves() -> void:
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if ambient_intensity_curve == null:
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ambient_intensity_curve = Curve.new()
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ambient_intensity_curve.add_point(Vector2(0.0, 0.2))
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ambient_intensity_curve.add_point(Vector2(0.25, 0.5))
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ambient_intensity_curve.add_point(Vector2(0.5, 0.7))
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ambient_intensity_curve.add_point(Vector2(0.75, 0.5))
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ambient_intensity_curve.add_point(Vector2(1.0, 0.2))
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ambient_intensity_curve.add_point(Vector2(0.0, 0.05))
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ambient_intensity_curve.add_point(Vector2(0.2, 0.1))
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ambient_intensity_curve.add_point(Vector2(0.3, 0.5))
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ambient_intensity_curve.add_point(Vector2(0.5, 0.6))
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ambient_intensity_curve.add_point(Vector2(0.7, 0.5))
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ambient_intensity_curve.add_point(Vector2(0.85, 0.1))
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ambient_intensity_curve.add_point(Vector2(1.0, 0.05))
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if fog_color_curve == null:
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fog_color_curve = Gradient.new()
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@@ -155,6 +162,37 @@ func _initialize_default_curves() -> void:
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fog_density_curve.add_point(Vector2(0.75, 0.015))
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fog_density_curve.add_point(Vector2(1.0, 0.02))
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if sky_top_color_curve == null:
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sky_top_color_curve = Gradient.new()
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sky_top_color_curve.set_color(0, Color(0.01, 0.01, 0.04)) # Midnight
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sky_top_color_curve.add_point(0.2, Color(0.03, 0.05, 0.1)) # Pre-dawn
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sky_top_color_curve.add_point(0.3, Color(0.18, 0.35, 0.8)) # Morning
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sky_top_color_curve.add_point(0.5, Color(0.15, 0.35, 0.82)) # Noon
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sky_top_color_curve.add_point(0.75, Color(0.12, 0.15, 0.4)) # Sunset
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sky_top_color_curve.add_point(0.85, Color(0.02, 0.02, 0.06)) # Dusk end
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sky_top_color_curve.set_color(1, Color(0.01, 0.01, 0.04)) # Midnight
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if sky_horizon_color_curve == null:
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sky_horizon_color_curve = Gradient.new()
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sky_horizon_color_curve.set_color(0, Color(0.03, 0.04, 0.08)) # Midnight
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sky_horizon_color_curve.add_point(0.2, Color(0.3, 0.22, 0.28)) # Pre-dawn
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sky_horizon_color_curve.add_point(0.25, Color(0.85, 0.55, 0.45))# Dawn
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sky_horizon_color_curve.add_point(0.35, Color(0.45, 0.6, 0.85))# Morning
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sky_horizon_color_curve.add_point(0.5, Color(0.5, 0.65, 0.88)) # Noon
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sky_horizon_color_curve.add_point(0.75, Color(0.95, 0.45, 0.25))# Sunset
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sky_horizon_color_curve.add_point(0.85, Color(0.06, 0.06, 0.1))# Dusk end
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sky_horizon_color_curve.set_color(1, Color(0.03, 0.04, 0.08)) # Midnight
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if sky_bottom_color_curve == null:
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sky_bottom_color_curve = Gradient.new()
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sky_bottom_color_curve.set_color(0, Color(0.02, 0.02, 0.05)) # Midnight
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sky_bottom_color_curve.add_point(0.2, Color(0.12, 0.1, 0.15)) # Pre-dawn
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sky_bottom_color_curve.add_point(0.3, Color(0.35, 0.45, 0.55)) # Morning
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sky_bottom_color_curve.add_point(0.5, Color(0.35, 0.45, 0.55)) # Noon
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sky_bottom_color_curve.add_point(0.75, Color(0.3, 0.2, 0.2)) # Sunset
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sky_bottom_color_curve.add_point(0.85, Color(0.03, 0.03, 0.06))# Dusk end
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sky_bottom_color_curve.set_color(1, Color(0.02, 0.02, 0.05)) # Midnight
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if stars_visibility_curve == null:
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stars_visibility_curve = Curve.new()
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stars_visibility_curve.add_point(Vector2(0.0, 1.0))
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@@ -286,6 +324,24 @@ func get_stars_visibility() -> float:
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return 0.0
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func get_sky_top_color() -> Color:
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if sky_top_color_curve:
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return sky_top_color_curve.sample(time_of_day)
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return Color(0.2, 0.4, 0.8)
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func get_sky_horizon_color() -> Color:
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if sky_horizon_color_curve:
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return sky_horizon_color_curve.sample(time_of_day)
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return Color(0.6, 0.7, 0.9)
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func get_sky_bottom_color() -> Color:
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if sky_bottom_color_curve:
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return sky_bottom_color_curve.sample(time_of_day)
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return Color(0.4, 0.5, 0.6)
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func is_daytime() -> bool:
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return time_of_day >= SUNRISE_END and time_of_day < SUNSET_START
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@@ -14,6 +14,7 @@ signal preset_changed(preset: SkyPreset)
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@export var post_process_controller: PostProcessController
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@export var vfx_controller: VFXController
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@export var shadow_proxy_system: ShadowProxySystem
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@export var weather_vfx: WeatherVFX
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@export_group("Environment")
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@export var world_environment: WorldEnvironment
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@@ -34,6 +35,8 @@ signal preset_changed(preset: SkyPreset)
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var _current_config: SkyConfig
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var preset_name: String = ""
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var _updating_preset_name: bool = false
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var _debug_panel: SkyDebugPanel
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var _debug_canvas_layer: CanvasLayer
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func _ready() -> void:
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@@ -41,9 +44,10 @@ func _ready() -> void:
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_ensure_controllers_exist()
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_connect_signals()
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#property_list_changed_notify()
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_sync_preset_name()
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_apply_seed()
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_ensure_post_process_environment()
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_load_initial_preset()
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notify_property_list_changed()
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_sync_all_systems()
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@@ -52,6 +56,8 @@ func _process(delta: float) -> void:
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if show_debug_panel:
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_update_debug_info()
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elif _debug_panel != null:
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_debug_panel.visible = false
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func _ensure_controllers_exist() -> void:
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@@ -90,6 +96,11 @@ func _ensure_controllers_exist() -> void:
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shadow_proxy_system.name = "ShadowProxySystem"
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add_child(shadow_proxy_system)
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if weather_vfx == null:
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weather_vfx = WeatherVFX.new()
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weather_vfx.name = "WeatherVFX"
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add_child(weather_vfx)
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if world_environment == null:
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_create_default_environment()
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@@ -178,6 +189,7 @@ func _sync_all_systems() -> void:
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_sync_clouds()
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_sync_post_process()
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_sync_shadows()
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_sync_weather_vfx()
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func _sync_sun_moon() -> void:
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@@ -187,21 +199,48 @@ func _sync_sun_moon() -> void:
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var sun_dir := day_night_controller.get_sun_direction()
|
||||
var moon_dir := day_night_controller.get_moon_direction()
|
||||
|
||||
var sun_color: Color
|
||||
var sun_energy: float
|
||||
var moon_color: Color
|
||||
var moon_energy: float
|
||||
var ambient_color: Color
|
||||
var ambient_energy: float
|
||||
|
||||
if _current_config:
|
||||
sun_color = _current_config.sun_color
|
||||
sun_energy = _current_config.sun_intensity
|
||||
moon_color = _current_config.moon_color
|
||||
moon_energy = _current_config.moon_intensity
|
||||
ambient_color = _current_config.ambient_color
|
||||
ambient_energy = _current_config.ambient_intensity
|
||||
else:
|
||||
sun_color = day_night_controller.get_sun_color()
|
||||
sun_energy = day_night_controller.get_sun_intensity()
|
||||
moon_color = day_night_controller.get_moon_color()
|
||||
moon_energy = day_night_controller.get_moon_intensity()
|
||||
ambient_color = day_night_controller.get_ambient_color()
|
||||
ambient_energy = day_night_controller.get_ambient_intensity()
|
||||
if weather_controller:
|
||||
var wp := weather_controller.get_current_profile()
|
||||
if wp:
|
||||
ambient_color *= wp.ambient_color_multiplier
|
||||
ambient_energy *= wp.ambient_intensity_multiplier
|
||||
|
||||
if sun_light:
|
||||
sun_light.look_at(global_position - sun_dir, Vector3.UP)
|
||||
sun_light.light_color = day_night_controller.get_sun_color()
|
||||
sun_light.light_energy = day_night_controller.get_sun_intensity()
|
||||
sun_light.visible = day_night_controller.get_sun_intensity() > 0.01
|
||||
sun_light.light_color = sun_color
|
||||
sun_light.light_energy = sun_energy
|
||||
sun_light.visible = sun_energy > 0.01
|
||||
|
||||
if moon_light:
|
||||
moon_light.look_at(global_position - moon_dir, Vector3.UP)
|
||||
moon_light.light_color = day_night_controller.get_moon_color()
|
||||
moon_light.light_energy = day_night_controller.get_moon_intensity()
|
||||
moon_light.visible = day_night_controller.get_moon_intensity() > 0.01
|
||||
moon_light.light_color = moon_color
|
||||
moon_light.light_energy = moon_energy
|
||||
moon_light.visible = moon_energy > 0.01
|
||||
|
||||
if world_environment and world_environment.environment:
|
||||
world_environment.environment.ambient_light_color = day_night_controller.get_ambient_color()
|
||||
world_environment.environment.ambient_light_energy = day_night_controller.get_ambient_intensity()
|
||||
world_environment.environment.ambient_light_color = ambient_color
|
||||
world_environment.environment.ambient_light_energy = ambient_energy
|
||||
|
||||
|
||||
func _sync_clouds() -> void:
|
||||
@@ -209,19 +248,39 @@ func _sync_clouds() -> void:
|
||||
return
|
||||
|
||||
if day_night_controller:
|
||||
var sun_color: Color
|
||||
var sun_intensity: float
|
||||
var moon_color: Color
|
||||
var moon_intensity: float
|
||||
|
||||
if _current_config:
|
||||
sun_color = _current_config.sun_color
|
||||
sun_intensity = _current_config.sun_intensity
|
||||
moon_color = _current_config.moon_color
|
||||
moon_intensity = _current_config.moon_intensity
|
||||
else:
|
||||
sun_color = day_night_controller.get_sun_color()
|
||||
sun_intensity = day_night_controller.get_sun_intensity()
|
||||
moon_color = day_night_controller.get_moon_color()
|
||||
moon_intensity = day_night_controller.get_moon_intensity()
|
||||
|
||||
cloud_system.set_sun_lighting(
|
||||
day_night_controller.get_sun_direction(),
|
||||
day_night_controller.get_sun_color(),
|
||||
day_night_controller.get_sun_intensity()
|
||||
sun_color,
|
||||
sun_intensity
|
||||
)
|
||||
cloud_system.set_moon_lighting(
|
||||
day_night_controller.get_moon_direction(),
|
||||
day_night_controller.get_moon_color(),
|
||||
day_night_controller.get_moon_intensity()
|
||||
moon_color,
|
||||
moon_intensity
|
||||
)
|
||||
|
||||
if weather_controller:
|
||||
cloud_system.global_coverage = weather_controller.get_cloud_coverage()
|
||||
elif _current_config:
|
||||
cloud_system.global_coverage = _current_config.cloud_coverage
|
||||
|
||||
if weather_controller:
|
||||
cloud_system.set_global_wind(
|
||||
weather_controller.get_wind_direction(),
|
||||
weather_controller.get_wind_speed()
|
||||
@@ -233,30 +292,23 @@ func _sync_post_process() -> void:
|
||||
return
|
||||
|
||||
var sun_dir := day_night_controller.get_sun_direction()
|
||||
var sun_color := day_night_controller.get_sun_color()
|
||||
|
||||
post_process_controller.set_sun_glow(
|
||||
sun_dir,
|
||||
sun_color,
|
||||
day_night_controller.get_sun_intensity() * 0.5,
|
||||
0.2
|
||||
)
|
||||
|
||||
post_process_controller.set_fog_settings(
|
||||
day_night_controller.get_fog_color(),
|
||||
day_night_controller.get_fog_density()
|
||||
)
|
||||
|
||||
var dawn_dusk_blend := 0.0
|
||||
if day_night_controller.is_dawn() or day_night_controller.is_dusk():
|
||||
dawn_dusk_blend = 1.0
|
||||
post_process_controller.set_dawn_dusk_blend(dawn_dusk_blend)
|
||||
|
||||
post_process_controller.set_stars_visibility(
|
||||
day_night_controller.get_stars_visibility()
|
||||
)
|
||||
|
||||
if _current_config:
|
||||
post_process_controller.set_sun_glow(
|
||||
sun_dir,
|
||||
_current_config.sun_color,
|
||||
_current_config.sun_glow_intensity,
|
||||
_current_config.sun_glow_size
|
||||
)
|
||||
post_process_controller.set_fog_settings(
|
||||
_current_config.fog_color,
|
||||
_current_config.fog_density
|
||||
)
|
||||
post_process_controller.set_dawn_dusk_blend(0.0)
|
||||
post_process_controller.set_stars_visibility(
|
||||
_current_config.stars_visibility,
|
||||
_current_config.stars_tint
|
||||
)
|
||||
post_process_controller.set_sky_colors(
|
||||
_current_config.sky_top_color,
|
||||
_current_config.sky_horizon_color,
|
||||
@@ -264,6 +316,34 @@ func _sync_post_process() -> void:
|
||||
)
|
||||
post_process_controller.gradient_intensity = _current_config.gradient_intensity
|
||||
post_process_controller.apply_config(_current_config)
|
||||
else:
|
||||
var sun_color := day_night_controller.get_sun_color()
|
||||
post_process_controller.set_sun_glow(
|
||||
sun_dir,
|
||||
sun_color,
|
||||
day_night_controller.get_sun_intensity() * 0.5,
|
||||
0.2
|
||||
)
|
||||
var fog_color := day_night_controller.get_fog_color()
|
||||
var fog_density := day_night_controller.get_fog_density()
|
||||
if weather_controller:
|
||||
var wp := weather_controller.get_current_profile()
|
||||
if wp:
|
||||
fog_color *= wp.fog_color_multiplier
|
||||
fog_density *= wp.fog_density_multiplier
|
||||
post_process_controller.set_fog_settings(fog_color, fog_density)
|
||||
var dawn_dusk_blend := 0.0
|
||||
if day_night_controller.is_dawn() or day_night_controller.is_dusk():
|
||||
dawn_dusk_blend = 1.0
|
||||
post_process_controller.set_dawn_dusk_blend(dawn_dusk_blend)
|
||||
post_process_controller.set_stars_visibility(
|
||||
day_night_controller.get_stars_visibility()
|
||||
)
|
||||
post_process_controller.set_sky_colors(
|
||||
day_night_controller.get_sky_top_color(),
|
||||
day_night_controller.get_sky_horizon_color(),
|
||||
day_night_controller.get_sky_bottom_color()
|
||||
)
|
||||
|
||||
|
||||
func _apply_preset_assets(preset: SkyPreset) -> void:
|
||||
@@ -280,11 +360,20 @@ func _apply_preset_assets(preset: SkyPreset) -> void:
|
||||
cloud_system.rebuild_layers()
|
||||
|
||||
|
||||
func _resolve_preset_library() -> SkyboxPresetLibrary:
|
||||
if preset_library != null:
|
||||
return preset_library
|
||||
if has_node(NodePath("PresetLibrary")):
|
||||
return get_node(NodePath("PresetLibrary")) as SkyboxPresetLibrary
|
||||
return null
|
||||
|
||||
|
||||
func _get_property_list() -> Array:
|
||||
var properties := []
|
||||
var names: PackedStringArray = []
|
||||
if preset_library:
|
||||
names = preset_library.get_preset_names()
|
||||
var lib := _resolve_preset_library()
|
||||
if lib:
|
||||
names = lib.get_preset_names()
|
||||
|
||||
var hint_string := ""
|
||||
if names.size() > 0:
|
||||
@@ -307,8 +396,13 @@ func _set(property: StringName, value: Variant) -> bool:
|
||||
preset_name = value
|
||||
if _updating_preset_name:
|
||||
return true
|
||||
if preset_library and String(preset_name) != "":
|
||||
preset_library.apply_preset(String(preset_name))
|
||||
var lib := _resolve_preset_library()
|
||||
if lib and String(preset_name) != "":
|
||||
lib.apply_preset(String(preset_name))
|
||||
var p := lib.get_current_preset()
|
||||
if p:
|
||||
_on_preset_changed(p)
|
||||
_sync_all_systems()
|
||||
return true
|
||||
return false
|
||||
|
||||
@@ -330,6 +424,25 @@ func _sync_preset_name() -> void:
|
||||
_updating_preset_name = false
|
||||
|
||||
|
||||
func _ensure_post_process_environment() -> void:
|
||||
if post_process_controller and world_environment and world_environment.environment:
|
||||
if post_process_controller.target_environment == null:
|
||||
post_process_controller.target_environment = world_environment.environment
|
||||
post_process_controller._setup_environment()
|
||||
|
||||
|
||||
func _load_initial_preset() -> void:
|
||||
if preset_library == null:
|
||||
return
|
||||
var current := preset_library.get_current_preset()
|
||||
if current == null:
|
||||
return
|
||||
_sync_preset_name()
|
||||
if current.config:
|
||||
_current_config = current.config
|
||||
_apply_preset_assets(current)
|
||||
|
||||
|
||||
func _sync_shadows() -> void:
|
||||
if shadow_proxy_system == null:
|
||||
return
|
||||
@@ -341,16 +454,47 @@ func _sync_shadows() -> void:
|
||||
shadow_proxy_system.sync_with_cloud_system(cloud_system)
|
||||
|
||||
|
||||
func _sync_weather_vfx() -> void:
|
||||
if weather_vfx == null or weather_controller == null:
|
||||
return
|
||||
weather_vfx.set_rain_intensity(weather_controller.get_rain_intensity())
|
||||
weather_vfx.set_snow_intensity(weather_controller.get_snow_intensity())
|
||||
|
||||
|
||||
func _update_debug_info() -> void:
|
||||
pass
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
if _debug_panel == null:
|
||||
_create_debug_panel()
|
||||
_debug_panel.visible = true
|
||||
|
||||
|
||||
func _create_debug_panel() -> void:
|
||||
_debug_canvas_layer = CanvasLayer.new()
|
||||
_debug_canvas_layer.name = "DebugCanvasLayer"
|
||||
_debug_canvas_layer.layer = 100
|
||||
add_child(_debug_canvas_layer)
|
||||
|
||||
_debug_panel = SkyDebugPanel.new()
|
||||
_debug_panel.name = "SkyDebugPanel"
|
||||
_debug_panel.dynamic_sky = self
|
||||
_debug_panel.anchor_left = 0.0
|
||||
_debug_panel.anchor_top = 0.0
|
||||
_debug_panel.anchor_right = 0.0
|
||||
_debug_panel.anchor_bottom = 0.0
|
||||
_debug_panel.offset_left = 10.0
|
||||
_debug_panel.offset_top = 10.0
|
||||
_debug_canvas_layer.add_child(_debug_panel)
|
||||
|
||||
|
||||
func set_time_of_day(time: float) -> void:
|
||||
_current_config = null
|
||||
if day_night_controller:
|
||||
day_night_controller.time_of_day = time
|
||||
|
||||
|
||||
func set_weather(state: WeatherProfile.WeatherState, transition_time: float = -1.0) -> void:
|
||||
_current_config = null
|
||||
if weather_controller:
|
||||
weather_controller.set_weather(state, transition_time)
|
||||
|
||||
|
||||
@@ -7,8 +7,15 @@ extends Control
|
||||
var _panel: PanelContainer
|
||||
var _vbox: VBoxContainer
|
||||
var _time_label: Label
|
||||
var _period_label: Label
|
||||
var _preset_label: Label
|
||||
var _weather_label: Label
|
||||
var _sun_label: Label
|
||||
var _moon_label: Label
|
||||
var _ambient_label: Label
|
||||
var _cloud_label: Label
|
||||
var _fog_label: Label
|
||||
var _rain_label: Label
|
||||
var _seed_label: Label
|
||||
var _time_slider: HSlider
|
||||
var _weather_dropdown: OptionButton
|
||||
@@ -50,10 +57,18 @@ func _create_ui() -> void:
|
||||
|
||||
_vbox.add_child(HSeparator.new())
|
||||
|
||||
_preset_label = Label.new()
|
||||
_preset_label.text = "Preset: —"
|
||||
_vbox.add_child(_preset_label)
|
||||
|
||||
_time_label = Label.new()
|
||||
_time_label.text = "Time: 00:00 (0.00)"
|
||||
_vbox.add_child(_time_label)
|
||||
|
||||
_period_label = Label.new()
|
||||
_period_label.text = "Period: —"
|
||||
_vbox.add_child(_period_label)
|
||||
|
||||
var time_hbox := HBoxContainer.new()
|
||||
_vbox.add_child(time_hbox)
|
||||
|
||||
@@ -76,6 +91,20 @@ func _create_ui() -> void:
|
||||
|
||||
_vbox.add_child(HSeparator.new())
|
||||
|
||||
_sun_label = Label.new()
|
||||
_sun_label.text = "Sun: —"
|
||||
_vbox.add_child(_sun_label)
|
||||
|
||||
_moon_label = Label.new()
|
||||
_moon_label.text = "Moon: —"
|
||||
_vbox.add_child(_moon_label)
|
||||
|
||||
_ambient_label = Label.new()
|
||||
_ambient_label.text = "Ambient: —"
|
||||
_vbox.add_child(_ambient_label)
|
||||
|
||||
_vbox.add_child(HSeparator.new())
|
||||
|
||||
_weather_label = Label.new()
|
||||
_weather_label.text = "Weather: Clear"
|
||||
_vbox.add_child(_weather_label)
|
||||
@@ -100,8 +129,16 @@ func _create_ui() -> void:
|
||||
_cloud_label.text = "Clouds: 0%"
|
||||
_vbox.add_child(_cloud_label)
|
||||
|
||||
_fog_label = Label.new()
|
||||
_fog_label.text = "Fog: —"
|
||||
_vbox.add_child(_fog_label)
|
||||
|
||||
_rain_label = Label.new()
|
||||
_rain_label.text = "Rain: 0% | Snow: 0%"
|
||||
_vbox.add_child(_rain_label)
|
||||
|
||||
_seed_label = Label.new()
|
||||
_seed_label.text = "Seed: 0"
|
||||
_seed_label.text = "Seed: 0 | Day: 1"
|
||||
_vbox.add_child(_seed_label)
|
||||
|
||||
var meteor_button := Button.new()
|
||||
@@ -120,6 +157,8 @@ func _update_labels() -> void:
|
||||
if dynamic_sky == null:
|
||||
return
|
||||
|
||||
_preset_label.text = "Preset: %s" % dynamic_sky.preset_name if dynamic_sky.preset_name != "" else "Preset: (none)"
|
||||
|
||||
var time := dynamic_sky.get_time_of_day()
|
||||
var hours := int(time * 24.0)
|
||||
var minutes := int(fmod(time * 24.0 * 60.0, 60.0))
|
||||
@@ -128,6 +167,30 @@ func _update_labels() -> void:
|
||||
if not _time_slider.has_focus():
|
||||
_time_slider.set_value_no_signal(time)
|
||||
|
||||
if dynamic_sky.day_night_controller:
|
||||
_period_label.text = "Period: %s" % dynamic_sky.day_night_controller.get_time_period().to_upper()
|
||||
_pause_button.set_pressed_no_signal(dynamic_sky.day_night_controller.paused)
|
||||
|
||||
if dynamic_sky.sun_light:
|
||||
_sun_label.text = "Sun: %.2f %s" % [
|
||||
dynamic_sky.sun_light.light_energy,
|
||||
"visible" if dynamic_sky.sun_light.visible else "hidden"
|
||||
]
|
||||
|
||||
if dynamic_sky.moon_light:
|
||||
_moon_label.text = "Moon: %.2f %s" % [
|
||||
dynamic_sky.moon_light.light_energy,
|
||||
"visible" if dynamic_sky.moon_light.visible else "hidden"
|
||||
]
|
||||
|
||||
if dynamic_sky.world_environment and dynamic_sky.world_environment.environment:
|
||||
var env := dynamic_sky.world_environment.environment
|
||||
_ambient_label.text = "Ambient: %.2f" % env.ambient_light_energy
|
||||
_fog_label.text = "Fog: %s density=%.4f" % [
|
||||
"ON" if env.fog_enabled else "OFF",
|
||||
env.fog_density
|
||||
]
|
||||
|
||||
var weather := dynamic_sky.get_current_weather()
|
||||
var weather_name: String = WeatherProfile.WeatherState.keys()[weather]
|
||||
_weather_label.text = "Weather: %s" % weather_name
|
||||
@@ -140,10 +203,15 @@ func _update_labels() -> void:
|
||||
var progress := dynamic_sky.weather_controller.get_transition_progress()
|
||||
_weather_label.text += " (transitioning %.0f%%)" % (progress * 100)
|
||||
|
||||
_seed_label.text = "Seed: %d" % dynamic_sky.deterministic_seed
|
||||
if dynamic_sky.weather_controller:
|
||||
var rain := dynamic_sky.weather_controller.get_rain_intensity()
|
||||
var snow := dynamic_sky.weather_controller.get_snow_intensity()
|
||||
_rain_label.text = "Rain: %d%% | Snow: %d%%" % [int(rain * 100), int(snow * 100)]
|
||||
|
||||
var day_num := 1
|
||||
if dynamic_sky.day_night_controller:
|
||||
_pause_button.set_pressed_no_signal(dynamic_sky.day_night_controller.paused)
|
||||
day_num = dynamic_sky.day_night_controller.current_day
|
||||
_seed_label.text = "Seed: %d | Day: %d" % [dynamic_sky.deterministic_seed, day_num]
|
||||
|
||||
|
||||
func _on_time_slider_changed(value: float) -> void:
|
||||
|
||||
@@ -207,10 +207,9 @@ func _create_star_trail(position: Vector3, direction: Vector3, is_meteor: bool =
|
||||
mesh_instance.material_override = material
|
||||
|
||||
mesh_instance.position = position
|
||||
add_child(mesh_instance)
|
||||
mesh_instance.look_at(position + direction, Vector3.UP)
|
||||
mesh_instance.rotate_object_local(Vector3.RIGHT, PI / 2.0)
|
||||
|
||||
add_child(mesh_instance)
|
||||
return mesh_instance
|
||||
|
||||
|
||||
|
||||
246
dynamic-sky/scripts/weather_vfx.gd
Normal file
246
dynamic-sky/scripts/weather_vfx.gd
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## Manages rain and snow particle effects driven by the weather controller.
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@tool
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class_name WeatherVFX
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extends Node3D
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@export_group("Rain")
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@export var rain_amount: int = 4000
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@export var rain_area: Vector3 = Vector3(80.0, 40.0, 80.0)
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@export var rain_speed: float = 20.0
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@export var rain_color: Color = Color(0.7, 0.75, 0.85, 0.4)
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@export_group("Snow")
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@export var snow_amount: int = 2000
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@export var snow_area: Vector3 = Vector3(80.0, 30.0, 80.0)
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@export var snow_speed: float = 3.0
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@export var snow_color: Color = Color(0.95, 0.95, 1.0, 0.8)
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@export_group("Lightning")
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@export var lightning_color: Color = Color(0.9, 0.9, 1.0)
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@export var lightning_flash_duration: float = 0.15
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var _rain_particles: GPUParticles3D
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var _snow_particles: GPUParticles3D
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var _rain_material: ShaderMaterial
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var _snow_material: ShaderMaterial
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var _target_rain: float = 0.0
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var _target_snow: float = 0.0
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var _current_rain: float = 0.0
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var _current_snow: float = 0.0
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var _lightning_active: bool = false
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var _lightning_frequency: float = 0.0
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var _lightning_timer: float = 0.0
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var _lightning_next: float = 0.0
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var _lightning_flash_timer: float = 0.0
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var _lightning_light: DirectionalLight3D
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func _ready() -> void:
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_create_rain_system()
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_create_snow_system()
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_create_lightning_light()
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func _process(delta: float) -> void:
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_current_rain = move_toward(_current_rain, _target_rain, delta * 0.5)
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_current_snow = move_toward(_current_snow, _target_snow, delta * 0.3)
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_rain_particles.emitting = _current_rain > 0.01
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_rain_particles.amount = maxi(1, int(rain_amount * _current_rain))
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if _rain_material:
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_rain_material.set_shader_parameter("alpha_mult", _current_rain)
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_snow_particles.emitting = _current_snow > 0.01
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_snow_particles.amount = maxi(1, int(snow_amount * _current_snow))
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if _snow_material:
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_snow_material.set_shader_parameter("alpha_mult", _current_snow)
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_process_lightning(delta)
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_follow_camera()
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func _process_lightning(delta: float) -> void:
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if _lightning_flash_timer > 0.0:
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_lightning_flash_timer -= delta
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if _lightning_light:
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var flash := _lightning_flash_timer / lightning_flash_duration
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_lightning_light.light_energy = flash * 3.0
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_lightning_light.visible = true
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if _lightning_flash_timer <= 0.0 and _lightning_light:
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_lightning_light.visible = false
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if not _lightning_active or _lightning_frequency <= 0.0:
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return
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_lightning_timer += delta
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if _lightning_timer >= _lightning_next:
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_lightning_timer = 0.0
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_lightning_next = randf_range(1.0 / maxf(_lightning_frequency, 0.01) * 0.5, 1.0 / maxf(_lightning_frequency, 0.01) * 2.0)
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_trigger_lightning()
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func _trigger_lightning() -> void:
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_lightning_flash_timer = lightning_flash_duration
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if _lightning_light:
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_lightning_light.light_color = lightning_color
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_lightning_light.light_energy = 3.0
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_lightning_light.visible = true
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_lightning_light.rotation_degrees.x = randf_range(-80.0, -50.0)
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_lightning_light.rotation_degrees.y = randf_range(-180.0, 180.0)
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func _create_lightning_light() -> void:
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_lightning_light = DirectionalLight3D.new()
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_lightning_light.name = "LightningFlash"
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_lightning_light.light_color = lightning_color
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_lightning_light.light_energy = 0.0
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_lightning_light.shadow_enabled = false
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_lightning_light.visible = false
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add_child(_lightning_light)
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func _follow_camera() -> void:
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var vp := get_viewport()
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if vp == null:
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return
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var cam := vp.get_camera_3d()
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if cam:
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global_position = cam.global_position
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func set_rain_intensity(intensity: float) -> void:
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_target_rain = clampf(intensity, 0.0, 1.0)
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func set_snow_intensity(intensity: float) -> void:
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_target_snow = clampf(intensity, 0.0, 1.0)
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func set_lightning(active: bool, frequency: float = 0.1) -> void:
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_lightning_active = active
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_lightning_frequency = frequency
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if not active and _lightning_light:
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_lightning_light.visible = false
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func _create_rain_system() -> void:
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_rain_particles = GPUParticles3D.new()
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_rain_particles.name = "RainParticles"
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_rain_particles.amount = rain_amount
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_rain_particles.lifetime = rain_area.y / rain_speed
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_rain_particles.emitting = false
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_rain_particles.visibility_aabb = AABB(-rain_area / 2.0, rain_area)
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var mat := ParticleProcessMaterial.new()
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mat.direction = Vector3(0.0, -1.0, 0.0)
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mat.spread = 5.0
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mat.initial_velocity_min = rain_speed * 0.8
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mat.initial_velocity_max = rain_speed * 1.2
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mat.gravity = Vector3(0.0, -9.8, 0.0)
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mat.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_BOX
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mat.emission_box_extents = Vector3(rain_area.x / 2.0, 0.5, rain_area.z / 2.0)
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_rain_particles.process_material = mat
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_rain_particles.transform.origin.y = rain_area.y / 2.0
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_rain_material = ShaderMaterial.new()
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_rain_material.shader = _get_rain_shader()
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_rain_material.set_shader_parameter("rain_color", rain_color)
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_rain_material.set_shader_parameter("alpha_mult", 0.0)
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var mesh := QuadMesh.new()
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mesh.size = Vector2(0.02, 0.6)
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mesh.material = _rain_material
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_rain_particles.draw_pass_1 = mesh
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add_child(_rain_particles)
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func _create_snow_system() -> void:
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_snow_particles = GPUParticles3D.new()
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_snow_particles.name = "SnowParticles"
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_snow_particles.amount = snow_amount
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_snow_particles.lifetime = snow_area.y / snow_speed * 2.5
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_snow_particles.emitting = false
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_snow_particles.visibility_aabb = AABB(-snow_area / 2.0, snow_area)
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var mat := ParticleProcessMaterial.new()
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mat.direction = Vector3(0.0, -1.0, 0.0)
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mat.spread = 15.0
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mat.initial_velocity_min = snow_speed * 0.5
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mat.initial_velocity_max = snow_speed * 1.0
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mat.gravity = Vector3(0.0, -1.0, 0.0)
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mat.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_BOX
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mat.emission_box_extents = Vector3(snow_area.x / 2.0, 0.5, snow_area.z / 2.0)
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mat.turbulence_enabled = true
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mat.turbulence_noise_strength = 2.0
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mat.turbulence_noise_speed_random = 0.5
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mat.turbulence_noise_scale = 4.0
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_snow_particles.process_material = mat
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_snow_particles.transform.origin.y = snow_area.y / 2.0
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_snow_material = ShaderMaterial.new()
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_snow_material.shader = _get_snow_shader()
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_snow_material.set_shader_parameter("snow_color", snow_color)
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_snow_material.set_shader_parameter("alpha_mult", 0.0)
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var mesh := QuadMesh.new()
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mesh.size = Vector2(0.08, 0.08)
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mesh.material = _snow_material
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_snow_particles.draw_pass_1 = mesh
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add_child(_snow_particles)
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func _get_rain_shader() -> Shader:
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var shader := Shader.new()
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shader.code = """
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shader_type spatial;
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render_mode unshaded, cull_disabled, depth_draw_opaque, blend_mix;
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uniform vec4 rain_color : source_color = vec4(0.7, 0.75, 0.85, 0.4);
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uniform float alpha_mult = 1.0;
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void vertex() {
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MODELVIEW_MATRIX = VIEW_MATRIX * mat4(
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vec4(1.0, 0.0, 0.0, 0.0),
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vec4(0.0, 1.0, 0.0, 0.0),
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vec4(0.0, 0.0, 1.0, 0.0),
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MODEL_MATRIX[3]
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);
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}
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void fragment() {
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float fade = smoothstep(0.0, 0.3, UV.y) * smoothstep(1.0, 0.7, UV.y);
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ALBEDO = rain_color.rgb;
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ALPHA = rain_color.a * fade * alpha_mult;
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}
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"""
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return shader
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func _get_snow_shader() -> Shader:
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var shader := Shader.new()
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shader.code = """
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shader_type spatial;
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render_mode unshaded, cull_disabled, depth_draw_opaque, blend_mix;
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uniform vec4 snow_color : source_color = vec4(0.95, 0.95, 1.0, 0.8);
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uniform float alpha_mult = 1.0;
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void vertex() {
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MODELVIEW_MATRIX = VIEW_MATRIX * mat4(
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vec4(1.0, 0.0, 0.0, 0.0),
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vec4(0.0, 1.0, 0.0, 0.0),
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vec4(0.0, 0.0, 1.0, 0.0),
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MODEL_MATRIX[3]
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);
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}
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void fragment() {
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float dist = length(UV - vec2(0.5));
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float circle = smoothstep(0.5, 0.3, dist);
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ALBEDO = snow_color.rgb;
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ALPHA = snow_color.a * circle * alpha_mult;
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}
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"""
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return shader
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1
dynamic-sky/scripts/weather_vfx.gd.uid
Normal file
1
dynamic-sky/scripts/weather_vfx.gd.uid
Normal file
@@ -0,0 +1 @@
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uid://dgyy8274ji8vd
|
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Reference in New Issue
Block a user