fix materials for wind and add new snow system
This commit is contained in:
114
core/daynight/snow_cap.gd
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114
core/daynight/snow_cap.gd
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@@ -0,0 +1,114 @@
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## Procedural snow cap geometry for flat roofs and vehicles.
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extends Node3D
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enum PlacementMode {
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AUTO_TARGET_AABB,
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MANUAL_SURFACE,
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}
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const SNOW_CAP_SHADER: Shader = preload("res://core/daynight/snow_cap.gdshader")
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@export var placement_mode: PlacementMode = PlacementMode.AUTO_TARGET_AABB
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@export var target_path: NodePath
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@export var size_inset: Vector2 = Vector2(0.25, 1.0)
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@export var position_offset: Vector3 = Vector3(0.0, -0.08, 0.0)
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@export var max_snow_height: float = 0.2
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@export_range(1, 24) var subdivide_width: int = 6
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@export_range(1, 24) var subdivide_depth: int = 18
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@export var manual_surface_center: Vector3 = Vector3.ZERO
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@export var manual_surface_size: Vector2 = Vector2(2.0, 6.0)
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var _mesh_instance: MeshInstance3D
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func _ready() -> void:
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add_to_group("weather_overlay_ignore")
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_ensure_mesh_instance()
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_rebuild()
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func rebuild() -> void:
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_rebuild()
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func _ensure_mesh_instance() -> void:
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_mesh_instance = get_node_or_null("SnowCapMesh") as MeshInstance3D
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if _mesh_instance != null:
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return
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_mesh_instance = MeshInstance3D.new()
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_mesh_instance.name = "SnowCapMesh"
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_mesh_instance.add_to_group("weather_overlay_ignore")
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add_child(_mesh_instance)
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func _rebuild() -> void:
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var cap_width: float = 0.0
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var cap_depth: float = 0.0
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var cap_surface_center := Vector3.ZERO
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if placement_mode == PlacementMode.MANUAL_SURFACE:
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cap_width = manual_surface_size.x
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cap_depth = manual_surface_size.y
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cap_surface_center = manual_surface_center
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else:
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var target_mesh: MeshInstance3D = get_node_or_null(target_path) as MeshInstance3D
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if target_mesh == null:
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if _mesh_instance:
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_mesh_instance.visible = false
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return
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var target_aabb: AABB = _get_target_aabb(target_mesh)
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cap_width = max(target_aabb.size.x - size_inset.x, 0.1)
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cap_depth = max(target_aabb.size.z - size_inset.y, 0.1)
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cap_surface_center = Vector3(
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target_aabb.position.x + target_aabb.size.x * 0.5,
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target_aabb.position.y + target_aabb.size.y,
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target_aabb.position.z + target_aabb.size.z * 0.5
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)
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var cap_center := cap_surface_center + Vector3(0.0, max_snow_height * 0.5, 0.0)
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var box_mesh := BoxMesh.new()
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box_mesh.size = Vector3(cap_width, max_snow_height, cap_depth)
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box_mesh.subdivide_width = subdivide_width
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box_mesh.subdivide_depth = subdivide_depth
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_mesh_instance.mesh = box_mesh
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_mesh_instance.position = cap_center + position_offset
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_mesh_instance.material_override = _build_material(cap_width, cap_depth)
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_mesh_instance.visible = true
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func _build_material(cap_width: float, cap_depth: float) -> ShaderMaterial:
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var material := ShaderMaterial.new()
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material.shader = SNOW_CAP_SHADER
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material.set_shader_parameter("max_height", max_snow_height)
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material.set_shader_parameter("half_width", cap_width * 0.5)
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material.set_shader_parameter("half_depth", cap_depth * 0.5)
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return material
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func _get_target_aabb(target_mesh: MeshInstance3D) -> AABB:
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var points: Array[Vector3] = []
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for point in _get_aabb_points(target_mesh.get_aabb()):
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points.append(target_mesh.transform * point)
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var merged := AABB(points[0], Vector3.ZERO)
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for point in points:
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merged = merged.expand(point)
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return merged
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func _get_aabb_points(aabb: AABB) -> Array[Vector3]:
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var p: Vector3 = aabb.position
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var s: Vector3 = aabb.size
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return [
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p,
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p + Vector3(s.x, 0.0, 0.0),
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p + Vector3(0.0, s.y, 0.0),
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p + Vector3(0.0, 0.0, s.z),
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p + Vector3(s.x, s.y, 0.0),
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p + Vector3(s.x, 0.0, s.z),
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p + Vector3(0.0, s.y, s.z),
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p + s,
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]
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1
core/daynight/snow_cap.gd.uid
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1
core/daynight/snow_cap.gd.uid
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@@ -0,0 +1 @@
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uid://bxc6ketfgedxw
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114
core/daynight/snow_cap.gdshader
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114
core/daynight/snow_cap.gdshader
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@@ -0,0 +1,114 @@
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shader_type spatial;
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render_mode blend_mix, cull_back, depth_draw_opaque;
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global uniform float global_snow_start_time = -1.0;
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global uniform float global_snow_accumulation_speed = 0.1;
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global uniform float global_snow_melt_time = -1.0;
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global uniform float global_snow_melt_speed = 0.1;
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global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0);
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uniform float max_height : hint_range(0.02, 1.0) = 0.2;
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uniform float half_width : hint_range(0.01, 20.0) = 1.0;
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uniform float half_depth : hint_range(0.01, 20.0) = 1.0;
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uniform float noise_scale : hint_range(0.05, 2.0) = 0.35;
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uniform float noise_strength : hint_range(0.0, 0.4) = 0.18;
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uniform float edge_rounding : hint_range(0.0, 0.3) = 0.12;
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uniform float side_shade : hint_range(0.2, 1.0) = 0.82;
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uniform float sparkle_strength : hint_range(0.0, 0.1) = 0.03;
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varying float v_snow_amount;
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varying float v_noise;
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float hash(vec2 p) {
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return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
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}
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float value_noise(vec2 p) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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vec2 u = f * f * (3.0 - 2.0 * f);
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float a = hash(i);
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float b = hash(i + vec2(1.0, 0.0));
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float c = hash(i + vec2(0.0, 1.0));
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float d = hash(i + vec2(1.0, 1.0));
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return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
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}
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float fbm(vec2 p) {
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float value = 0.0;
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float amplitude = 0.5;
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float frequency = 1.0;
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for (int i = 0; i < 4; i++) {
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value += value_noise(p * frequency) * amplitude;
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frequency *= 2.0;
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amplitude *= 0.5;
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}
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return clamp(value, 0.0, 1.0);
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}
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float get_snow_amount() {
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float snow_amount = 0.0;
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if (global_snow_start_time >= 0.0) {
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snow_amount = clamp(
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(TIME - global_snow_start_time) * global_snow_accumulation_speed,
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0.0,
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1.0
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);
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}
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if (global_snow_melt_time >= 0.0) {
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float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
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snow_amount *= (1.0 - melt);
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}
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return snow_amount;
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}
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void vertex() {
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vec3 base_vertex = VERTEX;
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vec3 world_pos = (MODEL_MATRIX * vec4(base_vertex, 1.0)).xyz;
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float snow_amount = get_snow_amount();
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float noise_val = fbm(world_pos.xz * noise_scale);
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float thickness = max_height * snow_amount * mix(
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1.0 - noise_strength,
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1.0 + noise_strength,
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noise_val
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);
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float footprint_growth = smoothstep(0.0, 0.35, snow_amount);
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float from_bottom = clamp((base_vertex.y + max_height * 0.5) / max_height, 0.0, 1.0);
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VERTEX.y = -max_height * 0.5 + thickness * from_bottom;
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VERTEX.x *= mix(0.92, 1.0, footprint_growth);
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VERTEX.z *= mix(0.94, 1.0, footprint_growth);
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float edge_x = abs(base_vertex.x) / max(half_width, 0.001);
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float edge_z = abs(base_vertex.z) / max(half_depth, 0.001);
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float edge_mask = smoothstep(0.55, 1.0, max(edge_x, edge_z));
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float top_mask = smoothstep(0.6, 1.0, from_bottom) * snow_amount;
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float round_factor = edge_rounding * edge_mask * top_mask;
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VERTEX.x *= 1.0 - round_factor;
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VERTEX.z *= 1.0 - round_factor;
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v_snow_amount = snow_amount;
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v_noise = noise_val;
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}
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void fragment() {
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if (v_snow_amount <= 0.001) {
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ALPHA = 0.0;
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ALBEDO = global_snow_color.rgb;
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ROUGHNESS = 1.0;
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SPECULAR = 0.0;
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} else {
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float facing_up = clamp(NORMAL.y, 0.0, 1.0);
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float shade = mix(-sparkle_strength, sparkle_strength, v_noise);
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vec3 snow_albedo = clamp(global_snow_color.rgb + vec3(shade), 0.0, 1.0);
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ALBEDO = mix(snow_albedo * side_shade, snow_albedo, facing_up);
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ROUGHNESS = mix(0.95, 0.72, facing_up);
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SPECULAR = 0.18;
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ALPHA = smoothstep(0.0, 0.28, v_snow_amount);
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}
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}
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1
core/daynight/snow_cap.gdshader.uid
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1
core/daynight/snow_cap.gdshader.uid
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@@ -0,0 +1 @@
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uid://c7js7ytvewmab
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@@ -699,6 +699,12 @@ func init_snow(value: float = 0.0):
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RenderingServer.global_shader_parameter_set("global_snow_color", environment_config.snow_color)
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RenderingServer.global_shader_parameter_set("global_snow_accumulation_speed", environment_config.snow_accumulation_speed)
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RenderingServer.global_shader_parameter_set("global_snow_melt_speed", environment_config.snow_melt_speed)
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RenderingServer.global_shader_parameter_set("global_snow_max_accumulation", environment_config.snow_max_accumulation)
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RenderingServer.global_shader_parameter_set("global_snow_cap_height", environment_config.snow_cap_height)
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RenderingServer.global_shader_parameter_set("global_snow_cap_flatness_start", environment_config.snow_cap_flatness_start)
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RenderingServer.global_shader_parameter_set("global_snow_cap_flatness_end", environment_config.snow_cap_flatness_end)
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RenderingServer.global_shader_parameter_set("global_snow_cap_noise_scale", environment_config.snow_cap_noise_scale)
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RenderingServer.global_shader_parameter_set("global_snow_cap_noise_strength", environment_config.snow_cap_noise_strength)
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RenderingServer.global_shader_parameter_set("global_snow_start_time", -1.0)
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RenderingServer.global_shader_parameter_set("global_snow_melt_time", -1.0)
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@@ -8,6 +8,12 @@ global uniform float global_snow_melt_time = -1.0;
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global uniform float global_snow_melt_speed = 0.1;
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global uniform float global_snow_threshold = 0.5;
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global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0);
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global uniform float global_snow_max_accumulation = 0.72;
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global uniform float global_snow_cap_height = 0.06;
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global uniform float global_snow_cap_flatness_start = 0.72;
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global uniform float global_snow_cap_flatness_end = 0.96;
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global uniform float global_snow_cap_noise_scale = 0.22;
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global uniform float global_snow_cap_noise_strength = 0.18;
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uniform float snow_noise_scale : hint_range(0.01, 1.0) = 0.15;
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uniform float snow_edge_softness : hint_range(0.01, 0.5) = 0.2;
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uniform float snow_roughness_variation : hint_range(0.0, 0.3) = 0.15;
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@@ -29,6 +35,52 @@ uniform float puddle_threshold : hint_range(0.0, 0.8) = 0.45;
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uniform sampler2D noise_texture : filter_linear_mipmap, repeat_enable;
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varying float v_snow_amount;
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varying float v_snow_cap_mask;
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float hash(vec2 p) {
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return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
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}
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float value_noise(vec2 p) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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vec2 u = f * f * (3.0 - 2.0 * f);
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float a = hash(i);
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float b = hash(i + vec2(1.0, 0.0));
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float c = hash(i + vec2(0.0, 1.0));
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float d = hash(i + vec2(1.0, 1.0));
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return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
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}
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float fbm(vec2 p) {
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float value = 0.0;
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float amplitude = 0.5;
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float frequency = 1.0;
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for (int i = 0; i < 3; i++) {
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value += value_noise(p * frequency) * amplitude;
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frequency *= 2.0;
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amplitude *= 0.5;
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}
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return clamp(value, 0.0, 1.0);
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}
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float get_snow_amount() {
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float snow_amount = 0.0;
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if (global_snow_start_time >= 0.0) {
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snow_amount = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
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}
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if (global_snow_melt_time >= 0.0) {
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float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
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snow_amount *= (1.0 - melt);
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}
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return snow_amount * global_snow_max_accumulation;
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}
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float ripple_ring(vec2 uv, float time_offset) {
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float d = length(uv);
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float ring = sin(d * 30.0 - TIME * ripple_speed + time_offset) * 0.5 + 0.5;
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@@ -36,6 +88,26 @@ float ripple_ring(vec2 uv, float time_offset) {
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return ring * fade;
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}
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void vertex() {
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float snow_amount = get_snow_amount();
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vec3 world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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vec3 world_normal = normalize((MODEL_MATRIX * vec4(NORMAL, 0.0)).xyz);
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float flat_surface = smoothstep(
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max(global_snow_threshold, global_snow_cap_flatness_start),
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global_snow_cap_flatness_end,
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world_normal.y
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);
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float accumulation_growth = smoothstep(0.08, 0.65, snow_amount);
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float cap_noise = fbm(world_pos.xz * global_snow_cap_noise_scale + vec2(11.3, 4.7));
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float cap_variation = mix(1.0 - global_snow_cap_noise_strength, 1.0 + global_snow_cap_noise_strength, cap_noise);
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v_snow_amount = snow_amount;
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v_snow_cap_mask = flat_surface * accumulation_growth * cap_variation;
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VERTEX += NORMAL * (global_snow_cap_height * snow_amount * v_snow_cap_mask);
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}
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void fragment() {
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vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
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vec3 world_normal = normalize((INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
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@@ -43,25 +115,22 @@ void fragment() {
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float noise_val = texture(noise_texture, world_pos.xz * snow_noise_scale).r;
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//Snow
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float snow_amount = 0.0;
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if (global_snow_start_time >= 0.0) {
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snow_amount = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
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}
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if (global_snow_melt_time >= 0.0) {
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float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
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snow_amount *= (1.0 - melt);
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}
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float snow_amount = v_snow_amount;
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float snow_edge = smoothstep(
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global_snow_threshold - snow_edge_softness,
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global_snow_threshold + snow_edge_softness,
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facing_up + (noise_val - 0.5) * 0.4
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);
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float snow_coverage = smoothstep(0.0, 0.6, noise_val + snow_amount - 0.4);
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float snow_factor = snow_edge * snow_coverage * snow_amount;
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float flat_accumulation = smoothstep(0.0, 0.35, v_snow_cap_mask) * snow_amount;
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float snow_coverage = smoothstep(0.0, 0.6, noise_val + snow_amount - 0.4 + flat_accumulation * 0.25);
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float snow_factor = max(snow_edge * snow_coverage * snow_amount, flat_accumulation);
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float snow_opacity = smoothstep(0.04, 0.28, snow_factor);
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snow_opacity = max(snow_opacity, flat_accumulation * 0.9);
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float shade = mix(-snow_color_variation, snow_color_variation, noise_val);
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vec3 snow_albedo = clamp(global_snow_color.rgb + vec3(shade), 0.0, 1.0);
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snow_albedo = mix(snow_albedo, vec3(1.0), 0.18 + snow_opacity * 0.12);
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float snow_rough = mix(0.15 - snow_roughness_variation, 0.15 + snow_roughness_variation, noise_val);
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//Rain
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@@ -173,7 +242,7 @@ void fragment() {
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ALBEDO = snow_albedo;
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ROUGHNESS = snow_rough;
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METALLIC = 0.0;
|
||||
ALPHA = snow_factor;
|
||||
ALPHA = snow_opacity;
|
||||
} else {
|
||||
ALBEDO = rain_albedo;
|
||||
ROUGHNESS = rain_rough;
|
||||
|
||||
@@ -5,17 +5,3 @@
|
||||
[resource]
|
||||
render_priority = 0
|
||||
shader = ExtResource("1_weather")
|
||||
shader_parameter/snow_noise_scale = 0.15
|
||||
shader_parameter/snow_edge_softness = 0.2
|
||||
shader_parameter/snow_roughness_variation = 0.15
|
||||
shader_parameter/snow_color_variation = 0.05
|
||||
shader_parameter/ripple_scale = 1.5
|
||||
shader_parameter/ripple_speed = 2.0
|
||||
shader_parameter/ripple_layers = 3.0
|
||||
shader_parameter/streak_scale = 2.0
|
||||
shader_parameter/streak_speed = 0.8
|
||||
shader_parameter/wetness_darkening = 0.25
|
||||
shader_parameter/wet_roughness = 0.05
|
||||
shader_parameter/rain_normal_strength = 0.4
|
||||
shader_parameter/puddle_noise_scale = 0.08
|
||||
shader_parameter/puddle_threshold = 0.45
|
||||
|
||||
@@ -7,16 +7,13 @@ global uniform float global_snow_accumulation_speed;
|
||||
global uniform float global_snow_melt_time;
|
||||
global uniform float global_snow_melt_speed;
|
||||
global uniform vec4 global_snow_color;
|
||||
|
||||
// Rain globals
|
||||
global uniform float global_rain_intensity;
|
||||
global uniform float global_rain_puddle_amount;
|
||||
|
||||
// Snow parameters
|
||||
uniform float snow_edge_softness : hint_range(0.01, 0.5) = 0.15;
|
||||
uniform float snow_color_variation : hint_range(0.0, 0.15) = 0.05;
|
||||
|
||||
|
||||
// Rain wetness parameters
|
||||
global uniform float global_rain_intensity;
|
||||
global uniform float global_rain_puddle_amount;
|
||||
uniform float ripple_scale : hint_range(0.1, 5.0) = 1.5;
|
||||
uniform float ripple_speed : hint_range(0.5, 5.0) = 2.0;
|
||||
uniform float ripple_layers : hint_range(1.0, 4.0) = 3.0;
|
||||
|
||||
@@ -139,9 +139,15 @@ extends Resource
|
||||
@export var snow_transaction_time: float = 10.0 #Seconds for snow shader to fully transition in/out
|
||||
@export var snow_fade_time: float = 5.0 #Seconds for snow particles to fade in/out
|
||||
@export var snow_threshold: float = 0.4 #Normal Y threshold for snow accumulation on surfaces
|
||||
@export var snow_accumulation_speed: float = 0.02 #Accumulation speed: 0.1 -> 10s, 0.05 -> 20s, 0.02 -> 50s, 0.2 -> 5s
|
||||
@export var snow_accumulation_speed: float = 0.018 #Accumulation speed: 0.1 -> 10s, 0.05 -> 20s, 0.02 -> 50s, 0.012 -> ~83s
|
||||
@export var snow_melt_speed: float = 0.05 #Speed at which accumulated snow melts away
|
||||
@export var snow_max_accumulation: float = 0.3 #Maximum accumulated snow factor applied to coverage and thickness
|
||||
@export var snow_color: Color = Color(0.9, 0.95, 1.0) #Albedo color of snow on surfaces
|
||||
@export var snow_cap_height: float = 0.03 #Maximum snow thickness extruded on flat surfaces
|
||||
@export var snow_cap_flatness_start: float = 0.85 #Surface normal Y where cap buildup starts
|
||||
@export var snow_cap_flatness_end: float = 0.96 #Surface normal Y where cap buildup reaches full effect
|
||||
@export var snow_cap_noise_scale: float = 0.22 #Noise scale used to vary the snow cap silhouette
|
||||
@export var snow_cap_noise_strength: float = 0.12 #How much the cap noise changes the accumulated thickness
|
||||
@export var snow_mode_color: Color = Color(0.556, 0.62, 0.683, 1.0) #Sky/light darkening color during snow
|
||||
|
||||
#Wind settings
|
||||
@@ -152,7 +158,7 @@ extends Resource
|
||||
@export var wind_direction: Vector2 = Vector2(0.5, 0.4) #Global wind direction (XZ)
|
||||
@export var wind_speed: float = 0.2 #Global wind animation speed
|
||||
@export var wind_scale: float = 0.025 #Global wind noise scale
|
||||
@export var wind_strength: float = 0.6 #Global wind displacement strength
|
||||
@export var wind_strength: float = 0.3 #Global wind displacement strength
|
||||
@export var cloud_scale: float = 0.5 #Cloud noise scale in sky shader
|
||||
@export var cloud_speed: float = 0.05 #Cloud movement speed in sky shader
|
||||
@export_range(0.01, 1.0) var cloud_scale_envshadows_rate: float = 0.01 #Cloud scale multiplier for environment shadows
|
||||
|
||||
Reference in New Issue
Block a user