add snow management for materials
This commit is contained in:
@@ -6,6 +6,7 @@
|
||||
[ext_resource type="Script" uid="uid://brcimd12tx3dm" path="res://core/daynight/edge_detection_compositor.gd" id="5_jgh18"]
|
||||
[ext_resource type="Script" uid="uid://cx2tlvxhvatj5" path="res://docs/museums/daynight/control.gd" id="6_q52t1"]
|
||||
[ext_resource type="Script" uid="uid://ccdd52apoh4ir" path="res://docs/museums/daynight/camera_3d.gd" id="7_p2t1d"]
|
||||
[ext_resource type="PackedScene" uid="uid://bonjxfjcdnntt" path="res://docs/museums/daynight/scenes/grain_test/grain_test.tscn" id="7_w3se4"]
|
||||
|
||||
[sub_resource type="FastNoiseLite" id="FastNoiseLite_jiovi"]
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||||
fractal_lacunarity = 1.915
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||||
@@ -207,20 +208,6 @@ offset_bottom = 190.0
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||||
max_value = 1.0
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||||
step = 0.01
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||||
|
||||
[node name="FogOverlay" type="CheckButton" parent="Control" unique_id=1209829342]
|
||||
layout_mode = 0
|
||||
offset_left = 21.0
|
||||
offset_top = 222.0
|
||||
offset_right = 160.0
|
||||
offset_bottom = 253.0
|
||||
theme_override_colors/font_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_focus_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_pressed_color = Color(0, 0, 0, 1)
|
||||
theme_override_colors/font_hover_color = Color(0, 0, 0, 1)
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||||
theme_override_colors/font_hover_pressed_color = Color(0, 0, 0, 1)
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||||
button_pressed = true
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||||
text = "Fog Overlay"
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||||
|
||||
[node name="Dust" type="CheckButton" parent="Control" unique_id=2023312048]
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layout_mode = 0
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||||
offset_left = 21.0
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||||
@@ -276,13 +263,17 @@ theme_override_colors/font_hover_pressed_color = Color(0, 0, 0, 1)
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button_pressed = true
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text = "Shadows"
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[node name="Scene" type="Node" parent="." unique_id=701973010]
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[node name="Grain" parent="Scene" unique_id=838519336 instance=ExtResource("7_w3se4")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5548749, 0)
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[connection signal="toggled" from="Control/Snow" to="Control" method="_on_snow_toggled"]
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[connection signal="toggled" from="Control/Rain" to="Control" method="_on_rain_toggled"]
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[connection signal="toggled" from="Control/Wind" to="Control" method="_on_wind_toggled"]
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[connection signal="toggled" from="Control/Fireflies" to="Control" method="_on_fireflies_toggled"]
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||||
[connection signal="toggled" from="Control/Storm" to="Control" method="_on_storm_toggled"]
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||||
[connection signal="value_changed" from="Control/DayTimeSlider" to="Control" method="_on_day_time_slider_value_changed"]
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[connection signal="toggled" from="Control/FogOverlay" to="Control" method="_on_fog_overlay_toggled"]
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[connection signal="toggled" from="Control/Dust" to="Control" method="_on_dust_toggled"]
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[connection signal="toggled" from="Control/Blur" to="Control" method="_on_blur_toggled"]
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[connection signal="toggled" from="Control/Pause" to="Control" method="_on_pause_toggled"]
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23
docs/museums/daynight/scenes/grain_test/grain.tres
Normal file
23
docs/museums/daynight/scenes/grain_test/grain.tres
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@@ -0,0 +1,23 @@
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[gd_resource type="ShaderMaterial" format=3 uid="uid://2p8yqqg44ci3"]
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||||
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||||
[ext_resource type="Shader" uid="uid://cs0xl7pc6e26h" path="res://docs/museums/daynight/scenes/grain_test/tree_leaves.gdshader" id="1_etun4"]
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||||
[ext_resource type="Texture2D" uid="uid://c0lkmyonx88hc" path="res://docs/museums/daynight/scenes/grain_test/grass_thin.png" id="2_grain"]
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||||
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[resource]
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render_priority = 0
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shader = ExtResource("1_etun4")
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shader_parameter/billboard_enabled = false
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shader_parameter/wind_enabled = true
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shader_parameter/base_color = Color(0.85, 0.75, 0.25, 1)
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shader_parameter/alpha_texture = ExtResource("2_grain")
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shader_parameter/leaves_scale = 1.0
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shader_parameter/rotation_degrees = 0.0
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shader_parameter/texture_offset = Vector2(0, 0)
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shader_parameter/opacity = 1.0
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shader_parameter/height_min = 0.0
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shader_parameter/height_max = 5.0
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shader_parameter/shadow_intensity = 0.5
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shader_parameter/highlight_intensity = 0.3
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shader_parameter/light_steps = 4.0
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shader_parameter/random_mix = 0.3
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shader_parameter/cast_shadow_strength = 0.6
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||||
40
docs/museums/daynight/scenes/grain_test/grain_test.tscn
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40
docs/museums/daynight/scenes/grain_test/grain_test.tscn
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File diff suppressed because one or more lines are too long
BIN
docs/museums/daynight/scenes/grain_test/grass_thin.png
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BIN
docs/museums/daynight/scenes/grain_test/grass_thin.png
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Binary file not shown.
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After Width: | Height: | Size: 12 KiB |
@@ -0,0 +1,41 @@
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[remap]
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||||
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||||
importer="texture"
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type="CompressedTexture2D"
|
||||
uid="uid://c0lkmyonx88hc"
|
||||
path.s3tc="res://.godot/imported/grass_thin.png-bbc8bfd78fe08207b1371627bbac389f.s3tc.ctex"
|
||||
metadata={
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"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
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||||
}
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||||
|
||||
[deps]
|
||||
|
||||
source_file="res://docs/museums/daynight/scenes/grain_test/grass_thin.png"
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||||
dest_files=["res://.godot/imported/grass_thin.png-bbc8bfd78fe08207b1371627bbac389f.s3tc.ctex"]
|
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[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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||||
mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
|
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roughness/src_normal=""
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process/channel_remap/red=0
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||||
process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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||||
process/hdr_clamp_exposure=false
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||||
process/size_limit=0
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detect_3d/compress_to=0
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||||
BIN
docs/museums/daynight/scenes/grain_test/leaf_test.png
Normal file
BIN
docs/museums/daynight/scenes/grain_test/leaf_test.png
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Binary file not shown.
|
After Width: | Height: | Size: 185 KiB |
41
docs/museums/daynight/scenes/grain_test/leaf_test.png.import
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41
docs/museums/daynight/scenes/grain_test/leaf_test.png.import
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@@ -0,0 +1,41 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://c3grftlmap4q5"
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path.s3tc="res://.godot/imported/leaf_test.png-d1eaefb043387a8e84dcfdb0070f4094.s3tc.ctex"
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metadata={
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"vram_texture": true
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}
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[deps]
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|
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source_file="res://docs/museums/daynight/scenes/grain_test/leaf_test.png"
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||||
dest_files=["res://.godot/imported/leaf_test.png-d1eaefb043387a8e84dcfdb0070f4094.s3tc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=true
|
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mipmaps/limit=-1
|
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roughness/mode=0
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roughness/src_normal=""
|
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
|
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process/fix_alpha_border=true
|
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process/premult_alpha=false
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process/normal_map_invert_y=false
|
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process/hdr_as_srgb=false
|
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process/hdr_clamp_exposure=false
|
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process/size_limit=0
|
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detect_3d/compress_to=0
|
||||
24
docs/museums/daynight/scenes/grain_test/leaves2_mat.tres
Normal file
24
docs/museums/daynight/scenes/grain_test/leaves2_mat.tres
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@@ -0,0 +1,24 @@
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||||
[gd_resource type="ShaderMaterial" format=3 uid="uid://b1ej1sak6omli"]
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||||
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||||
[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"]
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||||
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||||
[resource]
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||||
render_priority = 0
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||||
shader = ExtResource("1_2uy3m")
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||||
shader_parameter/billboard_enabled = true
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||||
shader_parameter/wind_enabled = true
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||||
shader_parameter/base_color = Color(0.9549616, 0.54784274, 0.71385026, 1)
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||||
shader_parameter/alpha_texture = ExtResource("2_2uy3m")
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||||
shader_parameter/leaves_scale = 1.375
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||||
shader_parameter/rotation_degrees = 180.0
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||||
shader_parameter/texture_offset = Vector2(0, 0)
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||||
shader_parameter/opacity = 1.0
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||||
shader_parameter/snow_color = Color(0.85, 0.9, 0.95, 1)
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||||
shader_parameter/height_min = 6.0
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||||
shader_parameter/height_max = 11.0
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||||
shader_parameter/shadow_intensity = 0.800000038
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||||
shader_parameter/highlight_intensity = 0.0
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||||
shader_parameter/light_steps = 10.0
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||||
shader_parameter/random_mix = 0.0
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||||
shader_parameter/cast_shadow_strength = 0.0
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||||
24
docs/museums/daynight/scenes/grain_test/legno.tres
Normal file
24
docs/museums/daynight/scenes/grain_test/legno.tres
Normal file
@@ -0,0 +1,24 @@
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||||
[gd_resource type="ShaderMaterial" format=3 uid="uid://b2lg2y1k7grmo"]
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||||
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||||
[ext_resource type="Shader" uid="uid://d0ch5ofrgf7y6" path="res://docs/museums/daynight/scenes/grain_test/trunk_shader.gdshader" id="1_yna88"]
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||||
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||||
[resource]
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||||
render_priority = 0
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||||
shader = ExtResource("1_yna88")
|
||||
shader_parameter/albedo_color = Color(0.46921068, 0.28503138, 0.05139889, 1)
|
||||
shader_parameter/use_texture = false
|
||||
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 = 5.0
|
||||
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, 0, 0, 1)
|
||||
shader_parameter/emission_energy = 0.0
|
||||
89
docs/museums/daynight/scenes/grain_test/tree_leaves.gdshader
Normal file
89
docs/museums/daynight/scenes/grain_test/tree_leaves.gdshader
Normal file
@@ -0,0 +1,89 @@
|
||||
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;
|
||||
|
||||
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;
|
||||
|
||||
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;
|
||||
|
||||
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);
|
||||
|
||||
ALBEDO = v_final_color;
|
||||
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;
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://cs0xl7pc6e26h
|
||||
BIN
docs/museums/daynight/scenes/grain_test/tree_v1.fbx
Normal file
BIN
docs/museums/daynight/scenes/grain_test/tree_v1.fbx
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Binary file not shown.
44
docs/museums/daynight/scenes/grain_test/tree_v1.fbx.import
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44
docs/museums/daynight/scenes/grain_test/tree_v1.fbx.import
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@@ -0,0 +1,44 @@
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|
||||
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
|
||||
50
docs/museums/daynight/scenes/grain_test/tree_v1.tscn
Normal file
50
docs/museums/daynight/scenes/grain_test/tree_v1.tscn
Normal file
File diff suppressed because one or more lines are too long
103
docs/museums/daynight/scenes/grain_test/trunk_shader.gdshader
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103
docs/museums/daynight/scenes/grain_test/trunk_shader.gdshader
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|
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shader_type spatial;
|
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|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://d0ch5ofrgf7y6
|
||||
Reference in New Issue
Block a user