turnoff ripples when is not rainy
This commit is contained in:
@@ -1,6 +1,8 @@
|
||||
shader_type spatial;
|
||||
render_mode blend_mix, depth_draw_always;
|
||||
|
||||
global uniform float global_rain_intensity;
|
||||
|
||||
//Water color
|
||||
uniform vec4 deep_water_color : source_color = vec4(0.0, 0.1, 0.2, 1.0);
|
||||
uniform vec4 shallow_water_color : source_color = vec4(0.0, 0.4, 0.7, 1.0);
|
||||
@@ -41,6 +43,7 @@ void fragment() {
|
||||
|
||||
float water_depth_gradient = exp(-depth_difference * beer_law_factor);
|
||||
vec4 base_water = mix(deep_water_color, shallow_water_color, water_depth_gradient);
|
||||
float rain_intensity = clamp(global_rain_intensity, 0.0, 1.0);
|
||||
|
||||
vec2 pos = world_pos_xz * ripple_scale;
|
||||
vec2 cell = floor(pos);
|
||||
@@ -56,6 +59,7 @@ void fragment() {
|
||||
- smoothstep(local_time, local_time + ripple_thickness, dist);
|
||||
ring *= (1.0 - local_time);
|
||||
}
|
||||
ring *= rain_intensity;
|
||||
|
||||
vec2 ref_uv = SCREEN_UV;
|
||||
|
||||
@@ -85,4 +89,4 @@ void fragment() {
|
||||
|
||||
ROUGHNESS = 1.0;
|
||||
SPECULAR = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user