fix snow and rain for grass

This commit is contained in:
2026-04-23 15:29:03 +02:00
parent 8b2cbab23b
commit 35618b5656
5 changed files with 57 additions and 27 deletions

View File

@@ -6,11 +6,12 @@ global uniform vec2 global_wind_direction;
global uniform float global_wind_scale;
global uniform float global_wind_strength;
global uniform float global_wind_fade;
/*
global uniform float global_snow_start_time;
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;
global uniform vec4 global_snow_color;*/
global uniform float global_rain_intensity;
uniform sampler2D wind_noise : filter_linear_mipmap;
@@ -87,24 +88,25 @@ void fragment() {
vec2 shifted_uv = UV + texture_offset;
vec4 tex = texture(alpha_texture, shifted_uv);
// Snow accumulation
float snow_amount = 0.0;
if (global_snow_start_time >= 0.0) {
snow_amount = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
}
if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_amount *= (1.0 - melt);
}
float top_mask = 1.0 - shifted_uv.y;
float snow_mask = smoothstep(1.0 - snow_amount, 1.2 - snow_amount, top_mask);
snow_mask *= step(0.01, snow_amount);
vec3 dark_snow = global_snow_color.rgb * (1.0 - shadow_intensity);
vec3 shaded_snow = mix(dark_snow, global_snow_color.rgb, v_shade_factor);
vec3 final_albedo = mix(v_final_color, shaded_snow, snow_mask);
//// Snow accumulation
//float snow_amount = 0.0;
//if (global_snow_start_time >= 0.0) {
//snow_amount = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
//}
//if (global_snow_melt_time >= 0.0) {
//float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
//snow_amount *= (1.0 - melt);
//}
//
//float top_mask = 1.0 - shifted_uv.y;
//float snow_mask = smoothstep(1.0 - snow_amount, 1.2 - snow_amount, top_mask);
//snow_mask *= step(0.01, snow_amount);
//vec3 dark_snow = global_snow_color.rgb * (1.0 - shadow_intensity);
//vec3 shaded_snow = mix(dark_snow, global_snow_color.rgb, v_shade_factor);
//vec3 final_albedo = mix(v_final_color, shaded_snow, snow_mask);
vec3 final_albedo = v_final_color;
// Rain wetness: darken and make shinier
float rain_int = clamp(global_rain_intensity, 0.0, 1.0);
final_albedo *= mix(1.0, 1.0 - wetness_darkening, rain_int);