test other scenes and fix

This commit is contained in:
2026-04-02 15:39:06 +02:00
parent 8883699886
commit 9e261d8d37
33 changed files with 515 additions and 62 deletions

View File

@@ -24,7 +24,6 @@ func _ready() -> void:
current_time = start_time
update_time(current_time)
func _process(delta: float) -> void:
if paused or environment_config.day_duration <= 0.0:

View File

@@ -67,14 +67,14 @@ func _ready() -> void:
func ApplyWindNoiseToMaterials():
var noise_tex = preload("res://core/daynight/noise.tres")
for node in get_tree().get_nodes_in_group("wind_materials"):
for node in get_tree().get_nodes_in_group("wind_node"):
if node is GeometryInstance3D:
node.material_override.set_shader_parameter("wind_noise", noise_tex)
func ApplyWeatherShaderToMaterials():
var weather_shader = preload("res://core/daynight/weather_overlay.tres")
for node in get_tree().get_nodes_in_group("weather_materials"):
for node in get_tree().get_nodes_in_group("weather_node"):
if node is GeometryInstance3D:
node.material_overlay = weather_shader
else:
@@ -83,25 +83,25 @@ func ApplyWeatherShaderToMaterials():
child.material_overlay = weather_shader
func select_day_time(normalized_time: float) -> void:
# 0.0→0.25 = alba: day_time 1.0→2.0 (night colors → morning colors)
# 0.25→0.5 = giorno: day_time 2.0→2.0 (stays morning/afternoon)
# 0.5→0.75 = tramonto: day_time 2.0→3.0 (afternoon colors → night colors)
# 0.75→1.0 = notte: day_time 3.0→3.0 (stays night)
# At wrap 1.0→0.0: day_time stays 3.0, then fades back via alba
# 0.0→0.25 = sunrise: day_time 1.0→2.0 (night colors → morning colors)
# 0.25→0.5 = day: day_time 2.0→2.0 (stays morning/afternoon)
# 0.5→0.75 = sunset: day_time 2.0→3.0 (afternoon colors → night colors)
# 0.75→1.0 = night: day_time 3.0→3.0 (stays night)
# At wrap 1.0→0.0: day_time stays 3.0, then fades back via sunrise
if normalized_time < 0.25:
# Alba: notte → mattina
#Sunrise: night → morning
day_time = 3.0 - (normalized_time / 0.25) * 2.0 # 3.0 → 1.0
elif normalized_time < 0.5:
# Giorno pieno
#Broad daylight
var t: float = (normalized_time - 0.25) / 0.25
day_time = 1.0 + t # 1.0 → 2.0
elif normalized_time < 0.75:
# Tramonto: pomeriggio → notte
#Sunset: afternoon → night
var t: float = (normalized_time - 0.5) / 0.25
day_time = 2.0 + t # 2.0 → 3.0
else:
# Notte piena
#Night
day_time = 3.0
if weather_controller:

View File

@@ -0,0 +1,122 @@
shader_type spatial;
render_mode specular_disabled, cull_disabled, ambient_light_disabled;
global uniform float global_wind_speed;
global uniform vec2 global_wind_direction;
global uniform float global_wind_scale;
global uniform float global_wind_strength;
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 float global_rain_intensity;
uniform sampler2D wind_noise : filter_linear_mipmap;
uniform bool billboard_enabled = true;
uniform bool wind_enabled = true;
uniform vec4 base_color : source_color = vec4(0.2, 0.6, 0.3, 1.0);
uniform sampler2D alpha_texture : source_color, filter_nearest;
uniform float leaves_scale = 1.0;
uniform float rotation_degrees = 0.0;
uniform vec2 texture_offset = vec2(0.0, 0.0);
uniform float opacity : hint_range(0.0, 1.0) = 1.0;
uniform float height_min = 0.0;
uniform float height_max = 5.0;
uniform float shadow_intensity : hint_range(0.0, 1.0) = 0.5;
uniform float highlight_intensity : hint_range(0.0, 1.0) = 0.3;
uniform float light_steps : hint_range(1.0, 10.0) = 4.0;
uniform float random_mix : hint_range(0.0, 1.0) = 0.3;
uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6;
uniform float wetness_darkening : hint_range(0.0, 0.5) = 0.25;
varying vec3 v_final_color;
varying float v_shade_factor;
float hash(vec3 p) {
p = fract(p * 0.1031);
p += dot(p, p.yzx + 33.33);
return fract((p.x + p.y) * p.z);
}
void vertex() {
vec3 instance_pos = MODEL_MATRIX[3].xyz;
float total_angle = radians(rotation_degrees);
if (wind_enabled) {
float time = TIME * global_wind_speed;
vec2 noise_uv = (instance_pos.xz * global_wind_scale) + (time * global_wind_direction * 0.5);
float noise_val = textureLod(wind_noise, noise_uv, 2.0).r;
float sway = sin(time + (noise_val * 10.0));
total_angle += (sway * global_wind_strength);
}
float h_factor = clamp((instance_pos.y - height_min) / (height_max - height_min), 0.0, 1.0);
float leaf_rand = hash(instance_pos);
float combined_factor = mix(h_factor, leaf_rand, random_mix);
combined_factor = ceil(combined_factor * light_steps) / light_steps;
v_shade_factor = combined_factor;
vec3 dark_color = base_color.rgb * (1.0 - shadow_intensity);
vec3 light_color = base_color.rgb + (vec3(1.0) - base_color.rgb) * highlight_intensity;
v_final_color = mix(dark_color, light_color, combined_factor);
if (billboard_enabled) {
vec3 view_pos_origin = (VIEW_MATRIX * vec4(instance_pos, 1.0)).xyz;
vec2 offset = (UV - 0.5) * leaves_scale;
float c = cos(total_angle);
float s = sin(total_angle);
vec2 rotated_offset = vec2(offset.x * c - offset.y * s, offset.x * s + offset.y * c);
vec3 final_pos = view_pos_origin + vec3(rotated_offset.x, rotated_offset.y, 0.0);
MODELVIEW_MATRIX = mat4(1.0);
MODELVIEW_MATRIX[3].xyz = final_pos;
VERTEX = vec3(0.0);
} else {
float c = cos(total_angle);
float s = sin(total_angle);
vec2 local_v = VERTEX.xy * leaves_scale;
VERTEX.x = local_v.x * c - local_v.y * s;
VERTEX.y = local_v.x * s + local_v.y * c;
}
}
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);
// 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);
float final_roughness = mix(0.02, 0.005, rain_int);
ALBEDO = final_albedo;
ALPHA = tex.r * opacity;
ALPHA_SCISSOR_THRESHOLD = 0.5;
ROUGHNESS = final_roughness;
}
void light() {
float shadow_factor = mix(1.0 - cast_shadow_strength, 1.0, ATTENUATION);
float cutoff_mask = smoothstep(0.0, 0.05, ATTENUATION);
DIFFUSE_LIGHT += (shadow_factor * LIGHT_COLOR) * cutoff_mask;
}

View File

@@ -0,0 +1 @@
uid://cs0xl7pc6e26h

View File

@@ -0,0 +1,86 @@
shader_type spatial;
render_mode diffuse_toon, specular_disabled, ambient_light_disabled;
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;
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;
varying float world_y;
void vertex() {
world_y = (MODEL_MATRIX * vec4(VERTEX, 1.0)).y;
}
void fragment() {
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;
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;
}
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);
//dither
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;
//Toon colors
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;
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;
}
}

View File

@@ -0,0 +1 @@
uid://d0ch5ofrgf7y6

View File

@@ -0,0 +1,61 @@
shader_type spatial;
render_mode blend_mix, depth_draw_never, cull_disabled;
// Snow globals
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;
// Rain globals
global uniform float global_rain_intensity;
// 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
uniform float wetness_darkening : hint_range(0.0, 0.5) = 0.25;
uniform float wet_roughness : hint_range(0.0, 0.3) = 0.05;
void fragment() {
// 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);
}
// UV-based snow mask: accumulates from the top of the quad
float top_mask = 1.0 - UV.y;
float snow_mask = smoothstep(1.0 - snow_amount, 1.0 - snow_amount + snow_edge_softness, top_mask);
snow_mask *= step(0.01, snow_amount);
// Snow color with slight variation
float shade = fract(sin(dot(UV, vec2(12.9898, 78.233))) * 43758.5453);
shade = mix(-snow_color_variation, snow_color_variation, shade);
vec3 snow_albedo = clamp(global_snow_color.rgb + vec3(shade), 0.0, 1.0);
// Rain wetness
float rain_int = clamp(global_rain_intensity, 0.0, 1.0);
float rain_factor = wetness_darkening * rain_int;
// Combine: snow takes priority over rain
if (snow_mask > rain_factor) {
ALBEDO = snow_albedo;
ROUGHNESS = 0.15;
METALLIC = 0.0;
ALPHA = snow_mask;
} else if (rain_int > 0.01) {
ALBEDO = vec3(0.0);
ROUGHNESS = wet_roughness;
METALLIC = 0.0;
ALPHA = rain_factor;
} else {
ALPHA = 0.0;
}
}

View File

@@ -0,0 +1 @@
uid://do8puw7u8dvry

View File

@@ -0,0 +1,7 @@
[gd_resource type="ShaderMaterial" format=3]
[ext_resource type="Shader" path="res://core/daynight/weather_plain_shader.gdshader" id="1_weather_plain"]
[resource]
render_priority = 0
shader = ExtResource("1_weather_plain")

View File

@@ -2,7 +2,7 @@ class_name EnvironmentConfig
extends Resource
@export_group("Day")
@export var day_duration: float = 120.0 #Duration of a full day cycle in seconds
@export var day_duration: float = 300.0 #Duration of a full day cycle in seconds
#Ambient light color tinting for each time of day
@export_group("Directional Lights and Environment")