prop: tenda - windhousedecoration

This commit is contained in:
Matteo Sonaglioni
2026-05-18 23:29:40 +02:00
parent 4bd878d2a8
commit 7331b71877
20 changed files with 1104 additions and 9 deletions

View File

@@ -27,6 +27,7 @@
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@@ -797,3 +798,9 @@ available_props = Array[PackedScene]([ExtResource("20_qayvj"), ExtResource("21_6
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[node name="WindDecoration" parent="." index="21" unique_id=2146740679 instance=ExtResource("28_xydfo")]
transform = Transform3D(1.9905398, 0.19395185, 0.011580614, -0.19368553, 1.9901968, -0.04003887, -0.015406657, 0.03872799, 1.9995658, 4.4318647, 2.1423423, -3.9336014)
[node name="WindDecoration2" parent="." index="22" unique_id=1273410990 instance=ExtResource("28_xydfo")]
transform = Transform3D(1.999275, -0.053754073, 0.003284915, 0.05310862, 1.9881506, 0.21080151, -0.008931173, -0.21063784, 1.9888572, 4.7311583, 2.1197329, -3.9115348)

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@@ -30,6 +30,7 @@
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@@ -553,18 +554,12 @@ transform = Transform3D(0.785, 0, 0, 0, 0.785, 0, 0, 0, 0.785, -2.9157195, 0, 4.
[node name="Cartello" parent="VendingMachine_1" index="0" unique_id=83833849]
visible = false
[node name="CartelloUp" parent="VendingMachine_1" index="1" unique_id=237539239]
visible = false
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transform = Transform3D(0.785, 0, 0, 0, 0.785, 0, 0, 0, 0.785, -2.9157195, 0, 2.9496164)
[node name="Cartello" parent="VendingMachine_2" index="0" unique_id=83833849]
visible = false
[node name="CartelloUp" parent="VendingMachine_2" index="1" unique_id=237539239]
visible = false
[node name="Vending machine" parent="VendingMachine_2" index="2" unique_id=989971963]
surface_material_override/1 = SubResource("ShaderMaterial_ufr67")
@@ -576,6 +571,12 @@ transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, 1.79
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transform = Transform3D(-4.371139e-08, 0, 1, 0, 1, 0, -1, 0, -4.371139e-08, -3.3930097, 0.71891594, -3.0399761)
[editable path="TreeTest5"]
[editable path="TreeTest6"]
[editable path="VendingMachine_1"]

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@@ -20,6 +20,7 @@
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@@ -759,3 +760,9 @@ transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, 1.68
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@@ -19,6 +19,7 @@
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@@ -571,9 +572,6 @@ transform = Transform3D(0.99390334, 0.110254735, 0, -0.110254735, 0.99390334, 0,
[node name="VendingMachine_1" parent="." index="20" unique_id=1157270784 instance=ExtResource("18_x237o")]
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@@ -586,5 +584,8 @@ surface_material_override/1 = SubResource("ShaderMaterial_cl3bn")
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surface_material_override/1 = SubResource("ShaderMaterial_eoqtk")
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@@ -28,6 +28,7 @@
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shader_type spatial;
// cull_disabled permette di vedere la tenda da entrambi i lati
render_mode diffuse_toon, specular_disabled, ambient_light_disabled, cull_disabled, depth_draw_opaque;
group_uniforms Albedo_Settings;
uniform vec4 albedo_color : source_color = vec4(1.0);
uniform sampler2D albedo_texture : source_color, filter_nearest;
uniform bool use_texture = true;
uniform vec2 uv_scale = vec2(1.0, 1.0);
uniform float palette_shift_y : hint_range(0.0, 1.0) = 0.0;
uniform float alpha_scissor_threshold : hint_range(0.0, 1.0) = 0.5;
group_uniforms Kanji_Decal_Settings;
uniform sampler2D kanji_texture : source_color, filter_nearest;
uniform bool use_kanji = true;
uniform vec4 kanji_color : source_color = vec4(1.0); // Cambia il colore del Kanji qui
uniform vec2 kanji_scale = vec2(1.0, 1.0);
uniform vec2 kanji_offset = vec2(0.0, 0.0);
group_uniforms Height_Gradient;
global uniform vec4 global_gradient_color_top;
global uniform vec4 global_gradient_color_bot;
global uniform float global_gradient_intensity;
uniform float gradient_start_y = 0.0;
uniform float gradient_end_y = 10.0;
group_uniforms Toon_Lighting;
uniform float light_steps : hint_range(1.0, 10.0, 1.0) = 3.0;
uniform float step_softness : hint_range(0.01, 1.0) = 0.1;
uniform vec4 shadow_color : source_color = vec4(0.4, 0.4, 0.6, 1.0);
uniform float shadow_offset : hint_range(-1.0, 1.0) = 0.0;
uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6;
group_uniforms Ghibli_Directional_Glint;
uniform bool use_ghibli_glint = true;
uniform vec4 glint_color : source_color = vec4(1.0, 0.95, 0.85, 1.0);
uniform float glint_intensity : hint_range(0.0, 10.0) = 1.0;
uniform float glint_sharpness : hint_range(1.0, 128.0) = 32.0;
group_uniforms Emission_Settings;
uniform vec4 emission_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
uniform float emission_energy : hint_range(0.0, 16.0) = 0.0;
group_uniforms Wind_Settings;
uniform float wind_speed = 2.0;
uniform float wind_strength = 0.15;
uniform float wind_frequency = 3.0;
varying float world_y;
void vertex() {
// Calcolo per il gradiente d'altezza
world_y = (MODEL_MATRIX * vec4(VERTEX, 1.0)).y;
// Maschera vento: tiene ferma la parte alta (UV.y = 0) e muove la bassa
float mask = pow(UV.y, 1.5);
// Onda del vento con asincronia basata sulla posizione nel mondo
float wave = sin(TIME * wind_speed + VERTEX.x * wind_frequency + NODE_POSITION_WORLD.x);
VERTEX.z += wave * wind_strength * mask;
VERTEX.y += abs(wave) * (wind_strength * 0.4) * mask;
}
void fragment() {
// UV base per il tessuto
vec2 final_uv = (UV * uv_scale) + vec2(0.0, palette_shift_y);
vec4 tex = texture(albedo_texture, final_uv);
vec3 base_color = albedo_color.rgb;
if (use_texture) base_color *= tex.rgb;
// LOGICA KANJI
if (use_kanji) {
// Calcolo coordinate per centrare e scalare il kanji
vec2 kanji_uv = (UV - vec2(0.5) - kanji_offset) / kanji_scale + vec2(0.5);
if (kanji_uv.x >= 0.0 && kanji_uv.x <= 1.0 && kanji_uv.y >= 0.0 && kanji_uv.y <= 1.0) {
vec4 kanji_tex = texture(kanji_texture, kanji_uv);
// Applichiamo il colore scelto e l'alpha del PNG
vec3 kanji_final_rgb = kanji_tex.rgb * kanji_color.rgb;
base_color = mix(base_color, kanji_final_rgb, kanji_tex.a * kanji_color.a);
}
}
// Applicazione Gradiente Mondiale
float grad_factor = smoothstep(gradient_start_y, gradient_end_y, world_y);
vec3 current_gradient_color = mix(global_gradient_color_bot.rgb, global_gradient_color_top.rgb, grad_factor);
base_color = mix(base_color, current_gradient_color, global_gradient_intensity);
ALBEDO = base_color;
EMISSION = emission_color.rgb * emission_energy;
// Gestione Trasparenza Stoffa
if (use_texture) {
ALPHA = tex.a * albedo_color.a;
ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;
}
}
void light() {
float shadow_factor = mix(1.0 - cast_shadow_strength, 1.0, ATTENUATION);
float cutoff_mask = smoothstep(0.0, 0.1, ATTENUATION);
float n_dot_l = dot(NORMAL, LIGHT);
// Effetto Dither per ombre morbide ma stilizzate
float dither = fract(sin(dot(FRAGCOORD.xy, vec2(12.9898, 78.233))) * 43758.5453);
float intensity = (clamp(n_dot_l, 0.0, 1.0) * shadow_factor) + (dither - 0.5) * 0.02;
float raw_step = (intensity + shadow_offset) * light_steps;
float lower_step = floor(raw_step);
float fract_step = fract(raw_step);
float soft_lerp = smoothstep(0.5 - step_softness, 0.5 + step_softness, fract_step);
float stepped_intensity = (lower_step + soft_lerp) / light_steps;
vec3 light_color_final = mix(shadow_color.rgb, vec3(1.1), clamp(stepped_intensity, 0.0, 1.0));
DIFFUSE_LIGHT += (light_color_final * LIGHT_COLOR) * cutoff_mask;
// Glint direzionale stile Ghibli
if (use_ghibli_glint) {
float glint_raw = pow(max(0.0, n_dot_l), glint_sharpness);
float glint_mask = smoothstep(0.5 - step_softness*0.5, 0.5 + step_softness*0.5, glint_raw);
glint_mask *= smoothstep(0.0, 0.1, n_dot_l);
vec3 extra_sun_glint = glint_mask * glint_color.rgb * LIGHT_COLOR * glint_intensity * ATTENUATION;
DIFFUSE_LIGHT += extra_sun_glint;
}
}

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shader_parameter/kanji_color = Color(1, 1, 1, 1)
shader_parameter/kanji_scale = Vector2(1, 0.5)
shader_parameter/kanji_offset = Vector2(0.5, -0.15)
shader_parameter/gradient_start_y = 0.0
shader_parameter/gradient_end_y = 10.0
shader_parameter/light_steps = 3.0
shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
shader_parameter/shadow_offset = 0.0
shader_parameter/cast_shadow_strength = 0.6
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shader_parameter/glint_intensity = 1.0
shader_parameter/glint_sharpness = 32.0
shader_parameter/emission_color = Color(0, 0, 0, 1)
shader_parameter/emission_energy = 0.0
shader_parameter/wind_speed = 0.5
shader_parameter/wind_strength = 0.001
shader_parameter/wind_frequency = 0.0

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@@ -0,0 +1,29 @@
extends Node3D
@export_group("Impostazioni Vento")
## Velocità dell'oscillazione
@export var velocita: float = 2.0
## Ampiezza massima della rotazione (in gradi)
@export var ampiezza_gradi: float = 3.0
## Casualità iniziale per non avere tutte le case sincronizzate
@export var sfasamento_casuale: bool = true
var tempo: float = 0.0
var offset_iniziale: float = 0.0
func _ready():
if sfasamento_casuale:
# Usiamo la posizione nel mondo per dare un ritmo diverso a ogni casa
offset_iniziale = global_position.x + global_position.z
# Partiamo da un punto casuale del ciclo per spezzare la monotonia
tempo = randf_range(0.0, 10.0)
func _process(delta: float):
tempo += delta * velocita
# Calcoliamo l'angolo usando il seno
var angolo = sin(tempo + offset_iniziale) * deg_to_rad(ampiezza_gradi)
# Applichiamo la rotazione sull'asse X (avanti/indietro)
rotation.x = angolo

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uid://cauej8thwvaa5

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[gd_scene format=3 uid="uid://co2r77xcdktu1"]
[ext_resource type="PackedScene" uid="uid://7q6xg5g5ao5y" path="res://tgcc/chunk/prop/windhousedecoration/WindDecoration.fbx" id="1_iiryi"]
[ext_resource type="Script" uid="uid://cauej8thwvaa5" path="res://tgcc/chunk/prop/windhousedecoration/wind_decoration.gd" id="2_oh5ty"]
[ext_resource type="Shader" uid="uid://d0ch5ofrgf7y6" path="res://core/daynight/trunk_shader.gdshader" id="2_srbwb"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_oh5ty"]
render_priority = 0
shader = ExtResource("2_srbwb")
shader_parameter/albedo_color = Color(0.47945577, 0.70917565, 0.8062628, 1)
shader_parameter/use_texture = true
shader_parameter/uv_scale = Vector2(3, 3)
shader_parameter/palette_shift_y = 0.0
shader_parameter/gradient_start_y = 0.0
shader_parameter/gradient_end_y = 1.5
shader_parameter/light_steps = 3.0
shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
shader_parameter/shadow_offset = 0.0
shader_parameter/cast_shadow_strength = 0.6
shader_parameter/use_ghibli_glint = true
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
shader_parameter/glint_intensity = 1.0
shader_parameter/glint_sharpness = 32.0
shader_parameter/emission_color = Color(0, 0, 0, 1)
shader_parameter/emission_energy = 0.0
[sub_resource type="ShaderMaterial" id="ShaderMaterial_6ddyx"]
render_priority = 0
shader = ExtResource("2_srbwb")
shader_parameter/albedo_color = Color(0.7108458, 0.5341373, 0.06627233, 1)
shader_parameter/use_texture = true
shader_parameter/uv_scale = Vector2(3, 3)
shader_parameter/palette_shift_y = 0.0
shader_parameter/gradient_start_y = 0.0
shader_parameter/gradient_end_y = 1.5
shader_parameter/light_steps = 3.0
shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
shader_parameter/shadow_offset = 0.0
shader_parameter/cast_shadow_strength = 0.6
shader_parameter/use_ghibli_glint = true
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
shader_parameter/glint_intensity = 1.0
shader_parameter/glint_sharpness = 32.0
shader_parameter/emission_color = Color(0, 0, 0, 1)
shader_parameter/emission_energy = 0.0
[sub_resource type="ShaderMaterial" id="ShaderMaterial_iiryi"]
render_priority = 0
shader = ExtResource("2_srbwb")
shader_parameter/albedo_color = Color(0.99462885, 0.44690162, 0.46672308, 1)
shader_parameter/use_texture = true
shader_parameter/uv_scale = Vector2(3, 3)
shader_parameter/palette_shift_y = 0.0
shader_parameter/gradient_start_y = 0.0
shader_parameter/gradient_end_y = 1.5
shader_parameter/light_steps = 3.0
shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
shader_parameter/shadow_offset = 0.0
shader_parameter/cast_shadow_strength = 0.6
shader_parameter/use_ghibli_glint = true
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
shader_parameter/glint_intensity = 1.0
shader_parameter/glint_sharpness = 32.0
shader_parameter/emission_color = Color(0, 0, 0, 1)
shader_parameter/emission_energy = 0.0
[node name="WindDecoration" unique_id=2146740679 instance=ExtResource("1_iiryi")]
script = ExtResource("2_oh5ty")
[node name="WindDecoration" parent="." index="0" unique_id=13037063]
surface_material_override/0 = SubResource("ShaderMaterial_oh5ty")
surface_material_override/1 = SubResource("ShaderMaterial_6ddyx")
surface_material_override/2 = SubResource("ShaderMaterial_iiryi")