fix snow and water ripples + add water colors
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@@ -2,6 +2,7 @@ shader_type spatial;
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render_mode blend_mix, depth_draw_always;
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global uniform float global_rain_intensity;
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global uniform vec4 global_water_color = vec4(0.285, 0.534, 0.487, 1.0);
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//Water color
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uniform vec4 deep_water_color : source_color = vec4(0.0, 0.1, 0.2, 1.0);
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@@ -44,12 +45,14 @@ void fragment() {
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float water_depth_gradient = exp(-depth_difference * beer_law_factor);
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vec4 base_water = mix(deep_water_color, shallow_water_color, water_depth_gradient);
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float rain_intensity = clamp(global_rain_intensity, 0.0, 1.0);
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base_water.rgb = mix(base_water.rgb, global_water_color.rgb, 0.7);
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vec2 pos = world_pos_xz * ripple_scale;
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vec2 cell = floor(pos);
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vec2 local_pos = fract(pos) - 0.5;
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float random_val = fract(sin(dot(cell, vec2(12.9898, 78.233))) * 43758.5453);
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float is_active_cell = step(1.0 - ripple_density, random_val);
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float active_ripple_density = ripple_density * rain_intensity;
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float is_active_cell = step(1.0 - active_ripple_density, random_val);
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float ring = 0.0;
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if (is_active_cell > 0.0) {
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@@ -125,6 +125,7 @@ func _process(delta: float) -> void:
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var base_grad_top: Color
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var base_grad_bot: Color
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var base_grad_intensity: float
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var base_water_color: Color
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var base_rotation_sun: Vector3
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if is_raining:
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@@ -152,6 +153,7 @@ func _process(delta: float) -> void:
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base_grad_top = environment_config.grad_top_morning.lerp(environment_config.grad_top_afternoon, t)
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base_grad_bot = environment_config.grad_top_morning.lerp(environment_config.grad_bot_afternoon, t)
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base_grad_intensity = lerp(environment_config.grad_intensity_morning, environment_config.grad_intensity_afternoon, t)
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base_water_color = environment_config.water_color_morning.lerp(environment_config.water_color_afternoon, t)
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base_rotation_sun = environment_config.sun_rotation_morning.lerp(environment_config.sun_rotation_afternoon, t)
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else:
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var t = day_time - 2.0
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@@ -165,6 +167,7 @@ func _process(delta: float) -> void:
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base_grad_top = environment_config.grad_top_afternoon.lerp(environment_config.grad_top_night, t)
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base_grad_bot = environment_config.grad_bot_afternoon.lerp(environment_config.grad_bot_night, t)
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base_grad_intensity = lerp(environment_config.grad_intensity_afternoon, environment_config.grad_intensity_night, t)
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base_water_color = environment_config.water_color_afternoon.lerp(environment_config.water_color_night, t)
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base_rotation_sun = environment_config.sun_rotation_afternoon.lerp(environment_config.sun_rotation_night, t)
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var weather_color = environment_config.rain_mode_color
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@@ -176,6 +179,7 @@ func _process(delta: float) -> void:
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var final_sky_horizon = base_sky_horizon.lerp(base_sky_horizon * weather_color, clamp(rain_intensity, 0.0, 1.0))
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var final_fog_color = base_fog_color.lerp(base_fog_color * weather_color, clamp(rain_intensity, 0.0, 1.0))
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var final_fog_density = lerp(base_fog_density, base_fog_density * 4.0, clamp(rain_intensity, 0.0, 1.0))
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var final_water_color = base_water_color.darkened(clamp(environment_config.water_darkening_rain, 0.0, 1.0) * clamp(rain_intensity, 0.0, 1.0))
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final_tint = final_tint.lerp(final_tint * environment_config.snow_mode_color, actual_snow_amount)
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final_sky_top = final_sky_top.lerp(final_sky_top * environment_config.snow_mode_color, actual_snow_amount)
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@@ -189,6 +193,7 @@ func _process(delta: float) -> void:
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RenderingServer.global_shader_parameter_set("global_gradient_color_top", final_grad_top)
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RenderingServer.global_shader_parameter_set("global_gradient_color_bot", final_grad_bot)
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RenderingServer.global_shader_parameter_set("global_gradient_intensity", base_grad_intensity)
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RenderingServer.global_shader_parameter_set("global_water_color", final_water_color)
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var night_val = clamp(day_time - 2.0, 0.0, 1.0)
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@@ -769,7 +774,7 @@ func init_snow(value: float = 0.0):
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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_enabled", 1.0 if environment_config.show_snow_accumulation_volume else 0.0)
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RenderingServer.global_shader_parameter_set("global_snow_cap_enabled", environment_config.show_snow_accumulation_volume)
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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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@@ -6,10 +6,11 @@ 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 float global_snow_amount = 0.0;
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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_enabled = 1.0;
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global uniform bool global_snow_cap_enabled = true;
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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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@@ -70,16 +71,22 @@ float fbm(vec2 p) {
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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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float get_snow_progress() {
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bool has_snow_timeline = global_snow_start_time >= 0.0 || global_snow_melt_time >= 0.0;
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float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
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if (has_snow_timeline) {
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snow_progress = 0.0;
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if (global_snow_start_time >= 0.0) {
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snow_progress = 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_progress *= (1.0 - melt);
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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 * global_snow_max_accumulation;
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return snow_progress;
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}
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float ripple_ring(vec2 uv, float time_offset) {
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@@ -90,24 +97,24 @@ float ripple_ring(vec2 uv, float time_offset) {
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}
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void vertex() {
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float snow_amount = get_snow_amount();
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float snow_progress = get_snow_progress();
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float snow_accumulation = snow_progress * global_snow_max_accumulation;
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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 snow_cap_enabled = step(0.5, global_snow_cap_enabled);
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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 accumulation_growth = smoothstep(0.08, 0.65, snow_progress);
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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 * snow_cap_enabled;
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v_snow_amount = snow_progress;
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v_snow_cap_mask = flat_surface * accumulation_growth * cap_variation * (global_snow_cap_enabled ? 1.0 : 0.0);
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VERTEX += NORMAL * (global_snow_cap_height * snow_amount * v_snow_cap_mask);
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VERTEX += NORMAL * (global_snow_cap_height * snow_accumulation * v_snow_cap_mask);
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}
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void fragment() {
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@@ -117,16 +124,17 @@ 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 = v_snow_amount;
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float snow_progress = v_snow_amount;
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float snow_accumulation = snow_progress * global_snow_max_accumulation;
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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 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 flat_accumulation = smoothstep(0.0, 0.35, v_snow_cap_mask) * snow_accumulation;
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float snow_coverage = smoothstep(0.0, 0.6, noise_val + snow_progress - 0.4 + flat_accumulation * 0.25);
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float snow_factor = max(snow_edge * snow_coverage * snow_progress, 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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@@ -1,7 +1,23 @@
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[gd_resource type="ShaderMaterial" format=3 uid="uid://cn5vw7unbqgve"]
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[ext_resource type="Shader" uid="uid://dh3j2jp6defuk" path="res://core/daynight/weather_overlay.gdshader" id="1_weather"]
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[ext_resource type="Texture2D" uid="uid://bpswbjh4jj1ou" path="res://core/daynight/noise.tres" id="2_noise"]
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[resource]
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render_priority = 0
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shader = ExtResource("1_weather")
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shader_parameter/snow_noise_scale = 0.15
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shader_parameter/snow_edge_softness = 0.2
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shader_parameter/snow_roughness_variation = 0.15
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shader_parameter/snow_color_variation = 0.05
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shader_parameter/ripple_scale = 1.5
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shader_parameter/ripple_speed = 2.0
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shader_parameter/ripple_layers = 3.0
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shader_parameter/streak_scale = 2.0
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shader_parameter/streak_speed = 0.8
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shader_parameter/wetness_darkening = 0.25
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shader_parameter/wet_roughness = 0.05
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shader_parameter/rain_normal_strength = 0.4
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shader_parameter/puddle_noise_scale = 0.08
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shader_parameter/puddle_threshold = 0.45
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shader_parameter/noise_texture = ExtResource("2_noise")
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@@ -1,7 +1,21 @@
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[gd_resource type="ShaderMaterial" format=3]
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[gd_resource type="ShaderMaterial" format=3 uid="uid://b34bnqbrtxktw"]
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[ext_resource type="Shader" path="res://core/daynight/weather_plain_shader.gdshader" id="1_weather_plain"]
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[ext_resource type="Shader" uid="uid://do8puw7u8dvry" path="res://core/daynight/weather_plain_shader.gdshader" id="1_weather_plain"]
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[ext_resource type="Texture2D" uid="uid://bpswbjh4jj1ou" path="res://core/daynight/noise.tres" id="2_noise"]
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[resource]
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render_priority = 0
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shader = ExtResource("1_weather_plain")
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shader_parameter/snow_edge_softness = 0.15
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shader_parameter/snow_color_variation = 0.05
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shader_parameter/ripple_scale = 1.5
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shader_parameter/ripple_speed = 2.0
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shader_parameter/ripple_layers = 3.0
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shader_parameter/streak_scale = 2.0
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shader_parameter/streak_speed = 0.8
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shader_parameter/wetness_darkening = 0.25
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shader_parameter/wet_roughness = 0.05
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shader_parameter/rain_normal_strength = 0.4
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shader_parameter/puddle_noise_scale = 0.08
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shader_parameter/puddle_threshold = 0.45
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shader_parameter/noise_texture = ExtResource("2_noise")
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@@ -81,7 +81,7 @@ extends Resource
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#Post-process effect toggles (initial values)
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@export_group("Post Process")
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@export var enable_dust: bool = false #Floating dust particles overlay
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@export var enable_blur: bool = false #Screen blur effect
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@export var enable_blur: bool = true #Screen blur effect
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@export var enable_environment_shadows: bool = true #Cloud shadow projection on terrain
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@export var blur_amount: float = 0.6
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@@ -176,3 +176,10 @@ extends Resource
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@export var fireflies_amount: int = 60 #Number of firefly particles
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@export var fireflies_spawn_ray: float = 20.0 #Horizontal spawn radius
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@export var fireflies_spawn_height: float = 3.0 #Vertical spawn range
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#Water settings
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@export_group("Water")
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@export var water_color_morning: Color = Color(0.285, 0.534, 0.487, 1.0) #Tint for morning
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@export var water_color_afternoon: Color = Color(0.889, 0.733, 0.205, 1.0) #Tint for afternoon (sunset)
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@export var water_color_night: Color = Color(0.728, 0.54, 0.986, 1.0); #Tint for night
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@export var water_darkening_rain: float = 0.7 #Percentage of darkening when is rainy
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