add snow management for materials
This commit is contained in:
@@ -23,8 +23,8 @@ uniform float fade_start : hint_range(10.0, 1000.0) = 150.0;
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uniform float fade_end : hint_range(50.0, 2000.0) = 300.0;
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group_uniforms Fade_Height;
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uniform float height_fade_start : hint_range(0.0, 500.0) = 10.0; // Inizia a svanire sopra i 10 metri
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uniform float height_fade_end : hint_range(0.0, 1000.0) = 50.0; // Scompare del tutto a 50 metri di altezza
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uniform float height_fade_start : hint_range(0.0, 500.0) = 10.0; // Start fade over 10m
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uniform float height_fade_end : hint_range(0.0, 1000.0) = 50.0; // Disappear over 50m
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void vertex() {
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POSITION = vec4(VERTEX.xy, 1.0, 1.0);
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@@ -6,7 +6,6 @@
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[ext_resource type="Shader" uid="uid://cq4vlcj8cuvge" path="res://core/daynight/fog.gdshader" id="2_r4tfj"]
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[ext_resource type="PackedScene" uid="uid://dyxvcf2l8ba5x" path="res://core/daynight/god_ray.tscn" id="5_411rw"]
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[ext_resource type="Shader" uid="uid://bb1jjwe31fl7o" path="res://core/daynight/wind.gdshader" id="5_djqkg"]
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[ext_resource type="Shader" uid="uid://bwf4wjp802x8j" path="res://core/daynight/environment_dust.gdshader" id="7_ik86e"]
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[ext_resource type="Material" uid="uid://codq5gx71rj4o" path="res://core/daynight/environment_dust_material.tres" id="8_amaf0"]
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[ext_resource type="Shader" uid="uid://bkn6eqgbn37jx" path="res://core/daynight/blur.gdshader" id="9_amaf0"]
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[ext_resource type="Shader" uid="uid://b5wa82soyhsqm" path="res://core/daynight/environment_shadows.gdshader" id="10_tuauy"]
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@@ -113,6 +112,10 @@ point_count = 3
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_cer0u"]
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render_priority = 0
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shader = ExtResource("5_djqkg")
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shader_parameter/wave_frequency = 1.0
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shader_parameter/base_amplitude = 0.5
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shader_parameter/secondary_ratio = 0.6
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shader_parameter/time_scale_base = 3.0
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[sub_resource type="TubeTrailMesh" id="TubeTrailMesh_vo82p"]
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material = SubResource("ShaderMaterial_cer0u")
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@@ -123,8 +126,8 @@ section_length = 2.0
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curve = SubResource("Curve_b5atu")
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[sub_resource type="Gradient" id="Gradient_b5atu"]
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offsets = PackedFloat32Array(0, 0.49019608, 1)
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colors = PackedColorArray(1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0)
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offsets = PackedFloat32Array(0, 0.1, 0.9, 1)
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colors = PackedColorArray(1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0)
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[sub_resource type="GradientTexture1D" id="GradientTexture1D_ruhh7"]
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gradient = SubResource("Gradient_b5atu")
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@@ -182,17 +185,6 @@ particles_anim_loop = false
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material = SubResource("StandardMaterial3D_ruhh7")
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size = Vector2(0.05, 0.8)
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_ik86e"]
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shader = ExtResource("7_ik86e")
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shader_parameter/dust_color = Color(1, 0.9, 0.7, 0.6)
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shader_parameter/wind_velocity = Vector2(-0.2, 0.05)
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shader_parameter/wind_oscillation = 0.3
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shader_parameter/dust_speed = 0.15
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shader_parameter/size_min = 0.02
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shader_parameter/size_max = 0.2
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shader_parameter/dust_density = 1.0
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shader_parameter/solid_core = 0.1
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_kavln"]
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shader = ExtResource("9_amaf0")
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shader_parameter/blur_amount = 0.70000003325
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@@ -227,15 +219,15 @@ shader_parameter/height_fade_end = 50.0
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[node name="EnvironmentManager" type="Node3D" unique_id=1611939731 node_paths=PackedStringArray("particles_wind", "particles_snow", "particles_fireflies", "particles_rain", "fog_overlay", "environment_dust", "blur", "environment_shadows")]
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script = ExtResource("1_wecen")
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environment_config = SubResource("Resource_r4tfj")
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godray = ExtResource("5_411rw")
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particles_wind = NodePath("Particles_Wind")
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particles_snow = NodePath("Particles_Snow")
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particles_fireflies = NodePath("Particles_Fireflies")
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particles_rain = NodePath("Particles_Rain")
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fog_overlay = NodePath("FogOverlay")
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godray = ExtResource("5_411rw")
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fog_overlay = NodePath("")
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environment_dust = NodePath("EnvironmentDust")
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blur = NodePath("Blur")
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environment_shadows = NodePath("EnvironmentShadows")
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environment_shadows = NodePath("EnvironmentCloudsShadows")
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[node name="Particles_Fireflies" type="GPUParticles3D" parent="." unique_id=947538133]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 10, 0)
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@@ -256,6 +248,7 @@ draw_pass_1 = SubResource("TubeTrailMesh_vo82p")
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[node name="Particles_Snow" type="GPUParticles3D" parent="." unique_id=1877039876]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 30, 0)
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extra_cull_margin = 16384.0
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emitting = false
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amount = 2000
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lifetime = 4.0
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@@ -272,15 +265,6 @@ lifetime = 1.5
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process_material = SubResource("ParticleProcessMaterial_b5atu")
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draw_pass_1 = SubResource("QuadMesh_cer0u")
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[node name="FogOverlay" type="ColorRect" parent="." unique_id=1694754918]
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material = SubResource("ShaderMaterial_ik86e")
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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mouse_filter = 2
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[node name="EnvironmentDust" type="ColorRect" parent="." unique_id=1245348005]
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material = ExtResource("8_amaf0")
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anchors_preset = 15
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@@ -299,7 +283,7 @@ grow_horizontal = 2
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grow_vertical = 2
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mouse_filter = 2
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[node name="EnvironmentShadows" type="MeshInstance3D" parent="." unique_id=159549433]
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[node name="EnvironmentCloudsShadows" type="MeshInstance3D" parent="." unique_id=159549433]
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extra_cull_margin = 16384.0
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mesh = SubResource("QuadMesh_sxgg7")
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surface_material_override/0 = SubResource("ShaderMaterial_oqt1s")
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@@ -29,6 +29,11 @@ var day_time: float = 0.0
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func _ready() -> void:
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#set noise texture 2d to materials in special group
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ApplyWindNoiseToMaterials()
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#set snow shader to materials in special group
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ApplySnowShaderToMaterials()
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if day_night_controller == null:
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day_night_controller = DayNightController.new(
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environment_config
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@@ -56,6 +61,24 @@ func _ready() -> void:
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weather_controller.name = "WeatherController"
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add_child(weather_controller)
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func ApplyWindNoiseToMaterials():
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var noise_tex = preload("res://core/daynight/noise.tres")
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for node in get_tree().get_nodes_in_group("wind_materials"):
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if node is GeometryInstance3D:
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node.material_override.set_shader_parameter("wind_noise", noise_tex)
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func ApplySnowShaderToMaterials():
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var snow_shader = preload("res://core/daynight/snow_overlay.tres")
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#apply to node and childs
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for node in get_tree().get_nodes_in_group("snow_materials"):
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if node is GeometryInstance3D:
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node.material_overlay = snow_shader
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else:
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for child in node.get_children():
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if child is GeometryInstance3D:
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child.material_overlay = snow_shader
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func select_day_time(normalized_time: float) -> void:
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# 0.0→0.25 = alba: day_time 1.0→2.0 (night colors → morning colors)
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# 0.25→0.5 = giorno: day_time 2.0→2.0 (stays morning/afternoon)
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11
core/daynight/noise.tres
Normal file
11
core/daynight/noise.tres
Normal file
@@ -0,0 +1,11 @@
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[gd_resource type="NoiseTexture2D" format=3 uid="uid://bpswbjh4jj1ou"]
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_xa3jw"]
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noise_type = 3
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seed = 1
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frequency = 0.0158
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metadata/_preview_in_3d_space_ = true
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[resource]
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noise = SubResource("FastNoiseLite_xa3jw")
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seamless = true
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@@ -1,19 +1,30 @@
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shader_type spatial;
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render_mode blend_mix, depth_draw_opaque;
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render_mode blend_mix, depth_draw_never;
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global uniform float global_snow_amount;
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uniform vec4 snow_color : source_color = vec4(0.95, 0.98, 1.0, 1.0);
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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_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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void fragment() {
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vec3 world_normal = (INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
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float up_dot = dot(world_normal, vec3(0.0, 1.0, 0.0));
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float snow_mask = smoothstep(1.0 - global_snow_amount, 1.1 - global_snow_amount, up_dot);
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snow_mask *= step(0.01, global_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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}
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ALBEDO = snow_color.rgb;
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ALPHA = snow_mask;
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ROUGHNESS = 0.3;
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SPECULAR = 0.5;
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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 = snow_amount * (1.0 - melt);
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}
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vec3 world_normal = (INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
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float facing_up = clamp(world_normal.y, 0.0, 1.0);
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float snow_factor = smoothstep(global_snow_threshold, 1.0, facing_up) * snow_amount;
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ALBEDO = global_snow_color.rgb;
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ROUGHNESS = 0.15;
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METALLIC = 0.0;
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ALPHA = snow_factor;
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}
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7
core/daynight/snow_overlay.tres
Normal file
7
core/daynight/snow_overlay.tres
Normal file
@@ -0,0 +1,7 @@
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[gd_resource type="ShaderMaterial" format=3 uid="uid://bn4onuaqif5q3"]
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[ext_resource type="Shader" uid="uid://cjd72g8cgjear" path="res://core/daynight/snow.gdshader" id="1_vwtmf"]
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[resource]
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render_priority = 0
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shader = ExtResource("1_vwtmf")
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@@ -136,6 +136,11 @@ func _process(delta: float) -> void:
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var final_sky_horizon = base_sky_horizon.lerp(base_sky_horizon * environment_config.rain_mode_color, rain_intensity)
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var final_fog_color = base_fog_color.lerp(base_fog_color * environment_config.rain_mode_color, rain_intensity)
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var final_fog_density = lerp(base_fog_density, base_fog_density * 4.0, rain_intensity)
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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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final_sky_horizon = final_sky_horizon.lerp(final_sky_horizon * environment_config.snow_mode_color, actual_snow_amount)
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final_fog_color = final_fog_color.lerp(final_fog_color * environment_config.snow_mode_color, actual_snow_amount)
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#Shader parameters for global trunk_shader
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var final_grad_top = base_grad_top.lerp(base_grad_top * environment_config.rain_mode_color, rain_intensity)
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@@ -257,6 +262,13 @@ func set_wind():
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if environment_config:
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_apply_cloud_config()
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_apply_wind_config()
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func _apply_wind_config() -> void:
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RenderingServer.global_shader_parameter_set("global_wind_speed", environment_config.wind_speed)
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RenderingServer.global_shader_parameter_set("global_wind_direction", environment_config.wind_direction)
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RenderingServer.global_shader_parameter_set("global_wind_scale", environment_config.wind_scale)
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RenderingServer.global_shader_parameter_set("global_wind_strength", environment_config.wind_strength)
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func _apply_cloud_config() -> void:
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var dir = environment_config.wind_direction
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@@ -272,10 +284,16 @@ func _apply_cloud_config() -> void:
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sky_mat.set_shader_parameter("cloud_scale", cloud_scale)
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sky_mat.set_shader_parameter("cloud_speed", cloud_speed)
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if environment_shadows and environment_shadows.material_override:
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environment_shadows.material_override.set_shader_parameter("direction", dir)
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environment_shadows.material_override.set_shader_parameter("cloud_scale", cloud_scale * envshadows_scale_rate)
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environment_shadows.material_override.set_shader_parameter("cloud_speed", cloud_speed * envshadows_speed_rate)
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var env_shadow_mat = environment_shadows.get_surface_override_material(0) if environment_shadows else null
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if env_shadow_mat:
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env_shadow_mat.set_shader_parameter("direction", dir)
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env_shadow_mat.set_shader_parameter("cloud_scale", cloud_scale * envshadows_scale_rate)
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env_shadow_mat.set_shader_parameter("cloud_speed", cloud_speed * envshadows_speed_rate)
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if environment_config.material_clouds:
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environment_config.material_clouds.set_shader_parameter("direction", dir)
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environment_config.material_clouds.set_shader_parameter("cloud_scale", cloud_scale * envshadows_scale_rate)
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environment_config.material_clouds.set_shader_parameter("cloud_speed", cloud_speed * envshadows_speed_rate)
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#endregion
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@@ -444,51 +462,55 @@ func toggle_snow(value: bool):
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particles_snow.emitting = true
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snow_particles_tween = create_tween()
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snow_particles_tween.tween_property(particles_snow, "amount_ratio", 1.0, environment_config.snow_fade_time)
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start_snow_accumulation()
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else:
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snow_particles_tween = create_tween()
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snow_particles_tween.tween_property(particles_snow, "amount_ratio", 0.0, environment_config.snow_fade_time)
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snow_particles_tween.tween_callback(func():
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particles_snow.emitting = false)
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# Accumulo neve sulle superfici
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var target_snow: float = 1.0 if is_snowing else 0.0
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start_snow_melt()
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var target_snow_amount: float = 1.0 if is_snowing else 0.0
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if snow_tween and snow_tween.is_valid():
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snow_tween.kill()
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snow_tween = create_tween()
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snow_tween.tween_method(set_snow_amount, actual_snow_amount, target_snow, environment_config.snow_transaction_time)
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if fog_overlay and fog_overlay.material:
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var target_opacity: float = 0.5 if is_snowing else 0.1
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var target_radius: float = 0.350 if is_snowing else 0.465
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if cold_tween and cold_tween.is_valid():
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cold_tween.kill()
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cold_tween = create_tween()
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cold_tween.set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
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cold_tween.set_parallel(true)
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cold_tween.tween_property(fog_overlay.material, "shader_parameter/max_opacity", target_opacity, 4.0)
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cold_tween.tween_property(fog_overlay.material, "shader_parameter/clear_center_radius", target_radius, 4.0)
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snow_tween.tween_method(set_snow_amount, actual_snow_amount, target_snow_amount, environment_config.snow_transaction_time)
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#disable snow and set default values and shader
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func set_snow(value: float = 0.0):
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actual_snow_amount = value
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actual_snow_amount = value
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RenderingServer.global_shader_parameter_set("global_snow_amount", value)
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if particles_snow:
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particles_snow.emitting = false
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particles_snow.amount = environment_config.snow_amount
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if environment_config:
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RenderingServer.global_shader_parameter_set("global_snow_threshold", environment_config.snow_threshold)
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RenderingServer.global_shader_parameter_set("global_snow_color", environment_config.snow_color)
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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_start_time", -1.0)
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RenderingServer.global_shader_parameter_set("global_snow_melt_time", -1.0)
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func set_snow_amount(value: float):
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actual_snow_amount = value
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actual_snow_amount = value
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RenderingServer.global_shader_parameter_set("global_snow_amount", value)
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func start_snow_accumulation() -> void:
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RenderingServer.global_shader_parameter_set("global_snow_melt_time", -1.0)
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RenderingServer.global_shader_parameter_set("global_snow_start_time", Time.get_ticks_msec() / 1000.0)
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func start_snow_melt() -> void:
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RenderingServer.global_shader_parameter_set("global_snow_melt_time", Time.get_ticks_msec() / 1000.0)
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RenderingServer.global_shader_parameter_set("global_snow_melt_speed", environment_config.snow_melt_speed)
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#endregion
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#region Post-Process
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func toggle_fog_overlay(value: bool) -> void:
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if fog_overlay:
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fog_overlay.visible = value
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pass
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func toggle_dust(value: bool) -> void:
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if environment_dust:
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@@ -1,18 +1,31 @@
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shader_type spatial;
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render_mode unshaded;
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/*
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uniform float time_scale = 3.0;
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uniform float wave_amplitude = 0.5;
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uniform float wave_frequency = 1.0;
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|
||||
global uniform float global_wind_speed = 1.0; //0.0 = calm, 1.0 = normal, 2.0+ = strong
|
||||
global uniform vec2 global_wind_direction = vec2(1.0, 0.0);
|
||||
|
||||
uniform float wave_frequency = 1.0;
|
||||
uniform float base_amplitude = 0.5;
|
||||
uniform float secondary_ratio = 0.6;
|
||||
uniform float time_scale_base = 3.0;
|
||||
|
||||
void vertex() {
|
||||
float random_seed_offset = INSTANCE_CUSTOM.x * 100.0;
|
||||
float scaled_time = (TIME + random_seed_offset) * time_scale;
|
||||
|
||||
VERTEX.x += sin(VERTEX.y * wave_frequency + scaled_time) * wave_amplitude;
|
||||
float random_seed_offset = INSTANCE_CUSTOM.x * 100.0;
|
||||
float scaled_time = (TIME + random_seed_offset) * (time_scale_base * global_wind_speed);
|
||||
float amplitude = base_amplitude * global_wind_speed;
|
||||
|
||||
vec2 wind_dir = normalize(global_wind_direction);
|
||||
vec2 wind_perp = vec2(-wind_dir.y, wind_dir.x); //90° perpendicular
|
||||
|
||||
float primary_sway = sin(VERTEX.y * wave_frequency + scaled_time) * amplitude;
|
||||
float secondary_sway = sin(VERTEX.y * wave_frequency * 1.3 + scaled_time * 0.7 + 1.57)
|
||||
* (amplitude * secondary_ratio);
|
||||
|
||||
VERTEX.x += primary_sway * wind_dir.x + secondary_sway * wind_perp.x;
|
||||
VERTEX.z += primary_sway * wind_dir.y + secondary_sway * wind_perp.y;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
ALBEDO = COLOR.rgb;
|
||||
ALPHA = COLOR.a;
|
||||
}*/
|
||||
}
|
||||
Reference in New Issue
Block a user