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

@@ -14,6 +14,8 @@
[ext_resource type="PackedScene" uid="uid://jj15telqu3rp" path="res://docs/museums/daynight/scenes/grass_test/grass_test.tscn" id="7_pd1r3"]
[ext_resource type="PackedScene" uid="uid://bonjxfjcdnntt" path="res://docs/museums/daynight/scenes/grain_test/grain_test.tscn" id="7_w3se4"]
[ext_resource type="PackedScene" uid="uid://cahsl77384kf1" path="res://docs/museums/daynight/scenes/chunk_c_f_1/house_muraglione.tscn" id="9_pd1r3"]
[ext_resource type="PackedScene" uid="uid://d12t04rs47jq3" path="res://docs/museums/daynight/scenes/grain_test/tree_v1.tscn" id="13_d5ghv"]
[ext_resource type="PackedScene" uid="uid://dte4p23pp14pv" path="res://docs/museums/daynight/scenes/chunk_c_f_1/house_xl_4.tscn" id="15_28c1g"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_jiovi"]
fractal_lacunarity = 1.915
@@ -119,7 +121,7 @@ directional_shadow_mode = 0
directional_shadow_fade_start = 0.9
[node name="Camera3D" type="Camera3D" parent="." unique_id=1893906598]
transform = Transform3D(1, 0, 0, 0, 0.99452555, -0.10449375, 0, 0.10449375, 0.99452555, 0.48949432, 25.39013, 0)
transform = Transform3D(0.11505857, -0.10379978, -0.98792064, 1.2588453e-09, 0.99452555, -0.10449376, 0.99335873, 0.0120229, 0.11442869, -25.567848, 8.538193, -8.578517)
script = ExtResource("7_p2t1d")
[node name="Terrain" type="MeshInstance3D" parent="." unique_id=1335123628]
@@ -273,14 +275,23 @@ text = "Shadows"
[node name="Scene" type="Node" parent="." unique_id=701973010]
[node name="Grass" parent="Scene" unique_id=838519336 instance=ExtResource("7_pd1r3")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, -14)
[node name="Grass2" parent="Scene" unique_id=838519336 instance=ExtResource("7_pd1r3")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.22852254, -28)
[node name="TreeTest3" parent="Scene" unique_id=1013890218 instance=ExtResource("13_d5ghv")]
transform = Transform3D(1.7, 0, 0, 0, 1.7, 0, 0, 0, 1.7, 0, 0, -29.149174)
[node name="Grass" parent="Scene" unique_id=2101001918 instance=ExtResource("7_pd1r3")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.22236729, -14)
[node name="Grain" parent="Scene" unique_id=1171350762 instance=ExtResource("7_w3se4")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.48330832, 0)
[node name="House_Muraglione" parent="Scene" unique_id=1060427946 instance=ExtResource("9_pd1r3")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.41167784, 0)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.039560795, 0)
[node name="House_XL_4" parent="Scene" unique_id=1350238174 instance=ExtResource("15_28c1g")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.55439, 0.2020216, -14)
[connection signal="toggled" from="Control/Snow" to="Control" method="_on_snow_toggled"]
[connection signal="toggled" from="Control/Rain" to="Control" method="_on_rain_toggled"]

View File

@@ -1,6 +1,6 @@
[gd_resource type="ShaderMaterial" format=3 uid="uid://biaudrjlfoflm"]
[ext_resource type="Shader" uid="uid://d0ch5ofrgf7y6" path="res://docs/museums/daynight/scenes/grain_test/trunk_shader.gdshader" id="1_xfqg1"]
[ext_resource type="Shader" uid="uid://d0ch5ofrgf7y6" path="res://core/daynight/trunk_shader.gdshader" id="1_xfqg1"]
[ext_resource type="Texture2D" uid="uid://jn4seoee6vtw" path="res://docs/museums/daynight/scenes/chunk_c_f_1/texture_train.png" id="2_xfqg1"]
[resource]

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@@ -0,0 +1,26 @@
[gd_resource type="ShaderMaterial" format=3 uid="uid://dbmyfi5t0yfy"]
[ext_resource type="Shader" uid="uid://d0ch5ofrgf7y6" path="res://core/daynight/trunk_shader.gdshader" id="1_6vpqk"]
[ext_resource type="Texture2D" uid="uid://jn4seoee6vtw" path="res://docs/museums/daynight/scenes/chunk_c_f_1/texture_train.png" id="2_b63ar"]
[resource]
render_priority = 0
shader = ExtResource("1_6vpqk")
shader_parameter/albedo_color = Color(1, 1, 1, 1)
shader_parameter/albedo_texture = ExtResource("2_b63ar")
shader_parameter/use_texture = true
shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0
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
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(0.63321626, 0.34243506, 0, 1)
shader_parameter/emission_energy = 6.000000285

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@@ -5,7 +5,7 @@
[sub_resource type="ShaderMaterial" id="ShaderMaterial_bdf8l"]
[node name="House_Muraglione" unique_id=1060427946 groups=["weather_materials", "wind_materials"] instance=ExtResource("1_m4ocs")]
[node name="House_Muraglione" unique_id=1060427946 groups=["weather_node"] instance=ExtResource("1_m4ocs")]
[node name="House_Muraglione" parent="." index="0" unique_id=517623360]
material_overlay = SubResource("ShaderMaterial_bdf8l")

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@@ -0,0 +1,44 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://cl8c5n0nw30u"
path="res://.godot/imported/house_xl_4.fbx-5b59de66a298b550bfd49357cb802fd7.scn"
[deps]
source_file="res://docs/museums/daynight/scenes/chunk_c_f_1/house_xl_4.fbx"
dest_files=["res://.godot/imported/house_xl_4.fbx-5b59de66a298b550bfd49357cb802fd7.scn"]
[params]
nodes/root_type=""
nodes/root_name=""
nodes/root_script=null
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=true
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={}
fbx/importer=0
fbx/allow_geometry_helper_nodes=false
fbx/embedded_image_handling=1
fbx/naming_version=2

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@@ -0,0 +1,46 @@
[gd_scene format=3 uid="uid://dte4p23pp14pv"]
[ext_resource type="PackedScene" uid="uid://cl8c5n0nw30u" path="res://docs/museums/daynight/scenes/chunk_c_f_1/house_xl_4.fbx" id="1_r3art"]
[ext_resource type="Material" uid="uid://biaudrjlfoflm" path="res://docs/museums/daynight/scenes/chunk_c_f_1/house.tres" id="2_mswf7"]
[ext_resource type="Shader" uid="uid://dh3j2jp6defuk" path="res://core/daynight/weather_overlay.gdshader" id="2_wanxj"]
[ext_resource type="Material" uid="uid://dbmyfi5t0yfy" path="res://docs/museums/daynight/scenes/chunk_c_f_1/house_emissiv.tres" id="3_n3fsy"]
[sub_resource type="Gradient" id="Gradient_n4qy2"]
offsets = PackedFloat32Array(0.9980237, 1)
colors = PackedColorArray(0, 0, 0, 0.5882353, 0, 0, 0, 0)
[sub_resource type="GradientTexture2D" id="GradientTexture2D_wanxj"]
gradient = SubResource("Gradient_n4qy2")
fill = 2
fill_from = Vector2(0.5, 0.5)
fill_to = Vector2(0.9017094, 0.12820514)
[sub_resource type="ShaderMaterial" id="ShaderMaterial_fprka"]
render_priority = 0
shader = ExtResource("2_wanxj")
shader_parameter/snow_noise_scale = 0.15
shader_parameter/snow_edge_softness = 0.2
shader_parameter/snow_roughness_variation = 0.15
shader_parameter/snow_color_variation = 0.05
shader_parameter/ripple_scale = 1.5
shader_parameter/ripple_speed = 2.0
shader_parameter/ripple_layers = 3.0
shader_parameter/streak_scale = 2.0
shader_parameter/streak_speed = 0.8
shader_parameter/wetness_darkening = 0.25
shader_parameter/wet_roughness = 0.05
shader_parameter/rain_normal_strength = 0.4
shader_parameter/puddle_noise_scale = 0.08
shader_parameter/puddle_threshold = 0.45
[node name="House_XL_4" unique_id=1350238174 groups=["weather_node"] instance=ExtResource("1_r3art")]
[node name="Shadow" type="Decal" parent="." index="0" unique_id=705347391]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.15501308)
size = Vector3(9, 0.5, 9)
texture_albedo = SubResource("GradientTexture2D_wanxj")
[node name="House_XL_4" parent="." index="1" unique_id=1851861956]
material_overlay = SubResource("ShaderMaterial_fprka")
surface_material_override/0 = ExtResource("2_mswf7")
surface_material_override/1 = ExtResource("3_n3fsy")

Binary file not shown.

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@@ -0,0 +1,44 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://cl3xspxrqcyfg"
path="res://.godot/imported/fences.fbx-3c291507c986ba8c9235bf53fbb66890.scn"
[deps]
source_file="res://docs/museums/daynight/scenes/fences.fbx"
dest_files=["res://.godot/imported/fences.fbx-3c291507c986ba8c9235bf53fbb66890.scn"]
[params]
nodes/root_type=""
nodes/root_name=""
nodes/root_script=null
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=true
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={}
fbx/importer=0
fbx/allow_geometry_helper_nodes=false
fbx/embedded_image_handling=1
fbx/naming_version=2

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@@ -0,0 +1,20 @@
[gd_resource type="ShaderMaterial" format=3 uid="uid://wkegx4a21x7u"]
[ext_resource type="Shader" uid="uid://d0ch5ofrgf7y6" path="res://core/daynight/trunk_shader.gdshader" id="1_k6owx"]
[resource]
render_priority = 0
shader = ExtResource("1_k6owx")
shader_parameter/albedo_color = Color(0.41427386, 0.22169134, 0.039388184, 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/emission_color = Color(0, 0, 0, 1)
shader_parameter/emission_energy = 0.0

File diff suppressed because one or more lines are too long

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@@ -1,6 +1,6 @@
[gd_resource type="ShaderMaterial" format=3 uid="uid://2p8yqqg44ci3"]
[ext_resource type="Shader" uid="uid://cs0xl7pc6e26h" path="res://docs/museums/daynight/scenes/grain_test/tree_leaves.gdshader" id="1_etun4"]
[ext_resource type="Shader" uid="uid://cs0xl7pc6e26h" path="res://core/daynight/tree_leaves.gdshader" id="1_etun4"]
[ext_resource type="Texture2D" uid="uid://c0lkmyonx88hc" path="res://docs/museums/daynight/scenes/grain_test/grass_thin.png" id="2_grain"]
[resource]

File diff suppressed because one or more lines are too long

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@@ -1,7 +1,7 @@
[gd_resource type="ShaderMaterial" format=3 uid="uid://b1ej1sak6omli"]
[ext_resource type="Shader" uid="uid://co2jw3fnyc6aa" path="res://docs/museums/daynight/scenes/grain_test/tree_leaves.gdshader" id="1_2uy3m"]
[ext_resource type="Texture2D" uid="uid://b7sqjhecpoyoh" path="res://docs/museums/daynight/scenes/grain_test/leaf_test.png" id="2_2uy3m"]
[ext_resource type="Shader" uid="uid://cs0xl7pc6e26h" path="res://core/daynight/tree_leaves.gdshader" id="1_2uy3m"]
[ext_resource type="Texture2D" uid="uid://c3grftlmap4q5" path="res://docs/museums/daynight/scenes/grain_test/leaf_test.png" id="2_2uy3m"]
[resource]
render_priority = 0
@@ -14,7 +14,6 @@ shader_parameter/leaves_scale = 1.375
shader_parameter/rotation_degrees = 180.0
shader_parameter/texture_offset = Vector2(0, 0)
shader_parameter/opacity = 1.0
shader_parameter/snow_color = Color(0.85, 0.9, 0.95, 1)
shader_parameter/height_min = 6.0
shader_parameter/height_max = 11.0
shader_parameter/shadow_intensity = 0.800000038
@@ -22,3 +21,4 @@ shader_parameter/highlight_intensity = 0.0
shader_parameter/light_steps = 10.0
shader_parameter/random_mix = 0.0
shader_parameter/cast_shadow_strength = 0.0
shader_parameter/wetness_darkening = 0.25

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@@ -1,115 +0,0 @@
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;
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;
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);
ALBEDO = final_albedo;
ALPHA = tex.r * opacity;
ALPHA_SCISSOR_THRESHOLD = 0.5;
ROUGHNESS = 0.02;
}
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;
}

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

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@@ -1,9 +1,9 @@
[gd_scene format=3 uid="uid://d12t04rs47jq3"]
[ext_resource type="PackedScene" uid="uid://cqlsf7plpx1tf" path="res://core/daynight/scenes/grain_test/tree_v1.fbx" id="1_8jt4o"]
[ext_resource type="Shader" uid="uid://do0tct77dfhef" path="res://core/daynight/snow.gdshader" id="3_h6257"]
[ext_resource type="Material" uid="uid://b2lg2y1k7grmo" path="res://core/daynight/scenes/grain_test/legno.tres" id="3_imfiy"]
[ext_resource type="Material" uid="uid://b1ej1sak6omli" path="res://core/daynight/scenes/grain_test/leaves2_mat.tres" id="4_8rfui"]
[ext_resource type="PackedScene" uid="uid://e1an0215p6k2" path="res://docs/museums/daynight/scenes/grain_test/tree_v1.fbx" id="1_8jt4o"]
[ext_resource type="Shader" uid="uid://do8puw7u8dvry" path="res://core/daynight/weather_plain_shader.gdshader" id="3_h6257"]
[ext_resource type="Material" path="res://docs/museums/daynight/scenes/grain_test/legno.tres" id="3_imfiy"]
[ext_resource type="Material" uid="uid://b1ej1sak6omli" path="res://docs/museums/daynight/scenes/grain_test/leaves2_mat.tres" id="4_8rfui"]
[sub_resource type="QuadMesh" id="QuadMesh_7kj6q"]
@@ -16,14 +16,17 @@ buffer = PackedFloat32Array(0.076886, 0.99803585, 0.0037512842, 1.8624028, 0.268
[sub_resource type="ShaderMaterial" id="ShaderMaterial_kpc41"]
render_priority = 0
shader = ExtResource("3_h6257")
shader_parameter/snow_color = Color(0.95, 0.98, 1, 1)
shader_parameter/snow_edge_softness = 0.15
shader_parameter/snow_color_variation = 0.05
shader_parameter/wetness_darkening = 0.25
shader_parameter/wet_roughness = 0.05
[sub_resource type="CylinderMesh" id="CylinderMesh_8rfui"]
[node name="TreeTest3" unique_id=838519336 instance=ExtResource("1_8jt4o")]
[node name="TreeTest3" unique_id=838519336 groups=["weather_node", "wind_node"] instance=ExtResource("1_8jt4o")]
transform = Transform3D(1.7, 0, 0, 0, 1.7, 0, 0, 0, 1.7, 0, 0, 0)
[node name="Leaf" parent="." index="0" unique_id=395059449]
[node name="Leaf" parent="." index="0" unique_id=770569390]
transform = Transform3D(100, 0, 0, 0, -4.3711384e-06, 99.99999, 0, -99.99999, -4.3711384e-06, 0, 0, 0)
cast_shadow = 3
@@ -34,7 +37,7 @@ material_override = ExtResource("4_8rfui")
cast_shadow = 0
multimesh = SubResource("MultiMesh_8rfui")
[node name="tree" parent="." index="1" unique_id=1568362771]
[node name="tree" parent="." index="1" unique_id=2045551637]
material_overlay = SubResource("ShaderMaterial_kpc41")
surface_material_override/0 = ExtResource("3_imfiy")

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@@ -1,103 +0,0 @@
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;
// ---> NUOVO SISTEMA: GHIBLI DIRECTIONAL GLINT <---
group_uniforms Ghibli_Directional_Glint;
uniform bool use_ghibli_glint = true;
// Colore del bagliore (consigliato: panna caldo o albicocca desaturato)
uniform vec4 glint_color : source_color = vec4(1.0, 0.95, 0.85, 1.0);
// Quanta luce extra vogliamo (es: 1.0 = colora, >1.0 = fa brillare, ideale per Bloom)
uniform float glint_intensity : hint_range(0.0, 10.0) = 1.0;
// DEFINIZIONE DELL'ANGOLO: Più è alto, più la fascia di luce è stretta e netta (HArd Step)
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() {
// GESTIONE ATTENUAZIONE E OMBRE (Anti-frittura con dither)
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);
// Anti-frittura 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;
// Colori finali Toon
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;
// ---> GHIBLI DIRECTIONAL GLINT (Il segreto dei tetti) <---
// Sfrutta solo la direzione del sole e la normale dell'oggetto, NON la telecamera.
if (use_ghibli_glint) {
// Calcoliamo un'area di "massima luce" molto aggressiva rivolta perpendicolarmente al sole
// Più 'glint_sharpness' è alto, più la fascia si stringe e diventa selettiva
float glint_raw = pow(max(0.0, n_dot_l), glint_sharpness);
// Toon-ifichiamo l'area con un taglio netto ma pulito
float glint_mask = smoothstep(0.5 - step_softness*0.5, 0.5 + step_softness*0.5, glint_raw);
// Mascheriamo per evitare che appaia nelle ombre proiettate dagli alberi (ATTENUATION)
// e puliamo i bordi laterali (cutoff a 0.0)
glint_mask *= smoothstep(0.0, 0.1, n_dot_l);
// Calcoliamo la luce extra finale
vec3 extra_sun_glint = glint_mask * glint_color.rgb * LIGHT_COLOR * glint_intensity * ATTENUATION;
// Aggiungiamo questa "botta" di luce extra direzionale
DIFFUSE_LIGHT += extra_sun_glint;
}
}

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

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@@ -1,6 +1,6 @@
[gd_resource type="ShaderMaterial" format=3 uid="uid://cudoptcrtgl7u"]
[ext_resource type="Shader" uid="uid://cs0xl7pc6e26h" path="res://docs/museums/daynight/scenes/grain_test/tree_leaves.gdshader" id="1_528a5"]
[ext_resource type="Shader" uid="uid://cs0xl7pc6e26h" path="res://core/daynight/tree_leaves.gdshader" id="1_528a5"]
[ext_resource type="Texture2D" uid="uid://ckm50mv8ejlki" path="res://docs/museums/daynight/scenes/grass_test/grass_round.png" id="2_4d6mx"]
[resource]

View File

@@ -1,6 +1,6 @@
[gd_resource type="ShaderMaterial" format=3 uid="uid://bjrb33qwp1p43"]
[ext_resource type="Shader" uid="uid://cs0xl7pc6e26h" path="res://docs/museums/daynight/scenes/grain_test/tree_leaves.gdshader" id="1_fqby2"]
[ext_resource type="Shader" uid="uid://cs0xl7pc6e26h" path="res://core/daynight/tree_leaves.gdshader" id="1_fqby2"]
[ext_resource type="Texture2D" uid="uid://cse6q7vqf14xo" path="res://docs/museums/daynight/scenes/grass_test/leaf_test2.png" id="2_0epvy"]
[resource]

View File

@@ -1,11 +1,11 @@
[gd_resource type="ShaderMaterial" format=3 uid="uid://0x17mj2v807r"]
[ext_resource type="Shader" uid="uid://cs0xl7pc6e26h" path="res://docs/museums/daynight/scenes/grain_test/tree_leaves.gdshader" id="1_qx1eq"]
[ext_resource type="Shader" uid="uid://cs0xl7pc6e26h" path="res://core/daynight/tree_leaves.gdshader" id="1_vpd27"]
[ext_resource type="Texture2D" uid="uid://ckm50mv8ejlki" path="res://docs/museums/daynight/scenes/grass_test/grass_round.png" id="2_wl0p2"]
[resource]
render_priority = 0
shader = ExtResource("1_qx1eq")
shader = ExtResource("1_vpd27")
shader_parameter/billboard_enabled = true
shader_parameter/wind_enabled = false
shader_parameter/base_color = Color(0.14700681, 0.45590013, 0.22758594, 1)

View File

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