fix rain
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@@ -3,7 +3,6 @@ extends Node3D
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const NOISE_TEXTURE: Texture2D = preload("res://core/daynight/noise.tres")
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const WEATHER_SHADER: Material = preload("res://core/daynight/weather_overlay.tres")
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const WEATHER_PLAIN_SHADER: Material = preload("res://core/daynight/weather_plain_shader.tres")
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const DYNAMIC_ENVIRONMENT_UPDATES_PER_FRAME: int = 2 #how many update of the environment (apply materials) will be done per frame
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@export var environment_config: EnvironmentConfig
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@@ -134,7 +133,7 @@ func _apply_dynamic_environment_materials(node: Node) -> void:
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_apply_weather_overlay_to_node(node, WEATHER_SHADER)
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if node.is_in_group("weather_vegetables_node"):
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_apply_weather_overlay_to_node(node, WEATHER_PLAIN_SHADER)
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_clear_weather_overlay_from_node(node)
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func ApplyWindNoiseToMaterials():
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for node in get_tree().get_nodes_in_group("wind_node"):
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@@ -160,15 +159,50 @@ func ApplyWeatherShaderToMaterials():
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_apply_weather_overlay_to_node(node, WEATHER_SHADER)
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for node in get_tree().get_nodes_in_group("weather_vegetables_node"):
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_apply_weather_overlay_to_node(node, WEATHER_PLAIN_SHADER)
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_clear_weather_overlay_from_node(node)
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func _apply_weather_overlay_to_node(node: Node, material: Material) -> void:
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if node is GeometryInstance3D:
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node.material_overlay = material
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if _geometry_uses_alpha_texture(node):
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node.material_overlay = null
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else:
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node.material_overlay = material
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for child in node.get_children():
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_apply_weather_overlay_to_node(child, material)
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func _clear_weather_overlay_from_node(node: Node) -> void:
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if node is GeometryInstance3D:
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node.material_overlay = null
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for child in node.get_children():
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_clear_weather_overlay_from_node(child)
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func _geometry_uses_alpha_texture(node: GeometryInstance3D) -> bool:
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var material_override := node.material_override as ShaderMaterial
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if _shader_material_uses_alpha_texture(material_override):
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return true
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if node is MeshInstance3D:
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for surface_index in node.get_surface_override_material_count():
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var surface_material := node.get_surface_override_material(surface_index) as ShaderMaterial
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if _shader_material_uses_alpha_texture(surface_material):
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return true
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if node.mesh:
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for surface_index in node.mesh.get_surface_count():
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var mesh_material := node.mesh.surface_get_material(surface_index) as ShaderMaterial
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if _shader_material_uses_alpha_texture(mesh_material):
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return true
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return false
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func _shader_material_uses_alpha_texture(material: ShaderMaterial) -> bool:
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if material == null or material.shader == null:
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return false
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return material.shader.code.find("alpha_texture") != -1
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func select_day_time(normalized_time: float) -> void:
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#set show_day_time_debug = true to show debug on screen
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#normalized_time is a value between 0 and 1; the time of the day is calculate as "normalized_time" * 1440; day_time is the step to pass from sunrise, to day, to sunset, to night
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