test other scenes and fix
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86
core/daynight/trunk_shader.gdshader
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86
core/daynight/trunk_shader.gdshader
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shader_type spatial;
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render_mode diffuse_toon, specular_disabled, ambient_light_disabled;
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group_uniforms Albedo_Settings;
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uniform vec4 albedo_color : source_color = vec4(1.0);
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uniform sampler2D albedo_texture : source_color, filter_nearest;
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uniform bool use_texture = true;
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uniform vec2 uv_scale = vec2(1.0, 1.0);
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uniform float palette_shift_y : hint_range(0.0, 1.0) = 0.0;
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group_uniforms Height_Gradient;
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global uniform vec4 global_gradient_color_top;
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global uniform vec4 global_gradient_color_bot;
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global uniform float global_gradient_intensity;
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uniform float gradient_start_y = 0.0;
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uniform float gradient_end_y = 10.0;
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group_uniforms Toon_Lighting;
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uniform float light_steps : hint_range(1.0, 10.0, 1.0) = 3.0;
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uniform float step_softness : hint_range(0.01, 1.0) = 0.1;
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uniform vec4 shadow_color : source_color = vec4(0.4, 0.4, 0.6, 1.0);
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uniform float shadow_offset : hint_range(-1.0, 1.0) = 0.0;
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uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6;
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group_uniforms Ghibli_Directional_Glint;
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uniform bool use_ghibli_glint = true;
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uniform vec4 glint_color : source_color = vec4(1.0, 0.95, 0.85, 1.0);
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uniform float glint_intensity : hint_range(0.0, 10.0) = 1.0;
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uniform float glint_sharpness : hint_range(1.0, 128.0) = 32.0;
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group_uniforms Emission_Settings;
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uniform vec4 emission_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
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uniform float emission_energy : hint_range(0.0, 16.0) = 0.0;
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varying float world_y;
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void vertex() {
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world_y = (MODEL_MATRIX * vec4(VERTEX, 1.0)).y;
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}
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void fragment() {
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vec2 final_uv = (UV * uv_scale) + vec2(0.0, palette_shift_y);
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vec4 tex = texture(albedo_texture, final_uv);
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vec3 base_color = albedo_color.rgb;
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if (use_texture) base_color *= tex.rgb;
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float grad_factor = smoothstep(gradient_start_y, gradient_end_y, world_y);
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vec3 current_gradient_color = mix(global_gradient_color_bot.rgb, global_gradient_color_top.rgb, grad_factor);
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base_color = mix(base_color, current_gradient_color, global_gradient_intensity);
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ALBEDO = base_color;
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EMISSION = emission_color.rgb * emission_energy;
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}
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void light() {
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float shadow_factor = mix(1.0 - cast_shadow_strength, 1.0, ATTENUATION);
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float cutoff_mask = smoothstep(0.0, 0.1, ATTENUATION);
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float n_dot_l = dot(NORMAL, LIGHT);
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//dither
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float dither = fract(sin(dot(FRAGCOORD.xy, vec2(12.9898, 78.233))) * 43758.5453);
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float intensity = (clamp(n_dot_l, 0.0, 1.0) * shadow_factor) + (dither - 0.5) * 0.02;
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float raw_step = (intensity + shadow_offset) * light_steps;
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float lower_step = floor(raw_step);
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float fract_step = fract(raw_step);
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float soft_lerp = smoothstep(0.5 - step_softness, 0.5 + step_softness, fract_step);
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float stepped_intensity = (lower_step + soft_lerp) / light_steps;
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//Toon colors
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vec3 light_color_final = mix(shadow_color.rgb, vec3(1.1), clamp(stepped_intensity, 0.0, 1.0));
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DIFFUSE_LIGHT += (light_color_final * LIGHT_COLOR) * cutoff_mask;
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if (use_ghibli_glint) {
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float glint_raw = pow(max(0.0, n_dot_l), glint_sharpness);
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float glint_mask = smoothstep(0.5 - step_softness*0.5, 0.5 + step_softness*0.5, glint_raw);
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glint_mask *= smoothstep(0.0, 0.1, n_dot_l);
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vec3 extra_sun_glint = glint_mask * glint_color.rgb * LIGHT_COLOR * glint_intensity * ATTENUATION;
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DIFFUSE_LIGHT += extra_sun_glint;
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}
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}
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