Squashed commit of the following:
commitd8496f4cc7Author: Matteo Sonaglioni <sonaglioni.matteo7@gmail.com> Date: Wed Apr 29 11:01:07 2026 +0200 tweak enviromentconfig commit84538679f3Author: Matteo Sonaglioni <sonaglioni.matteo7@gmail.com> Date: Wed Apr 29 09:29:48 2026 +0200 museum_map
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@@ -1,9 +1,17 @@
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shader_type canvas_item;
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// Cattura tutto quello che c'è sotto questo nodo
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uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
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uniform float blur_amount : hint_range(0.0, 5.0) = 2.5;
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uniform float focus_size : hint_range(0.0, 1.0) = 0.4;
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uniform float transition_softness : hint_range(0.01, 1.0) = 0.3;
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void fragment() {
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COLOR = textureLod(screen_texture, SCREEN_UV, blur_amount);
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float dist_from_center = abs(SCREEN_UV.y - 0.5);
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float mask = smoothstep(focus_size / 2.0, (focus_size / 2.0) + transition_softness, dist_from_center);
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// Applica il blur
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vec4 blurred_screen = textureLod(screen_texture, SCREEN_UV, blur_amount * mask);
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COLOR = blurred_screen;
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}
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@@ -40,9 +40,55 @@ shader_parameter/sun_color = Color(0.2841828, 0.2023238, 0.27953526, 1)
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[sub_resource type="Resource" id="Resource_r4tfj"]
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script = ExtResource("2_h6hjk")
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morning_color = Color(0.93333334, 0.78039217, 0.6039216, 1)
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afternoon_color = Color(0.9490196, 0.62352943, 0.38039216, 1)
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night_color = Color(0.18431373, 0.18431373, 0.4862745, 1)
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sun_rotation_morning = Vector3(-50, -90, 0)
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sun_rotation_afternoon = Vector3(-120, -90, 0)
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sun_rotation_night = Vector3(-130, -90, 0)
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night_light_energy = 1.0
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exposure_morning = 0.8
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exposure_afternoon = 0.7
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exposure_night = 0.7
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sky_top_morning = Color(0.11764706, 0.35686275, 0.5411765, 1)
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sky_top_afternoon = Color(0.7019608, 0.4509804, 0.2, 1)
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sky_top_night = Color(0.050980393, 0.050980393, 0.14901961, 1)
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sky_horizon_morning = Color(0.4627451, 0.6745098, 0.8627451, 1)
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sky_horizon_afternoon = Color(0.93333334, 0.6, 0.8039216, 1)
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sky_horizon_night = Color(0.14901961, 0.101960786, 0.2509804, 1)
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grad_top_morning = Color(0.7921569, 0.8784314, 0.95686275, 1)
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grad_top_afternoon = Color(0.8627451, 0.24313726, 0.5411765, 1)
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grad_top_night = Color(0.16470589, 0.16470589, 0.26666668, 1)
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grad_bot_morning = Color(0.05882353, 0.078431375, 0.21568628, 1)
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grad_bot_afternoon = Color(0.2509804, 0.019607844, 0.043137256, 1)
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grad_intensity_morning = 0.05
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grad_intensity_afternoon = 0.1
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grad_intensity_night = 0.5
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fog_color_morning = Color(0.7490196, 0.8509804, 0.9490196, 1)
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fog_color_afternoon = Color(0.9647059, 0.5882353, 0.7607843, 1)
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fog_color_night = Color(0.14901961, 0.101960786, 0.2509804, 1)
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fog_density_morning = 0.01
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fog_density_afternoon = 0.02
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glow_morning = 0.4
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glow_night = 0.6
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material_fog = SubResource("ShaderMaterial_b5atu")
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material_drops = SubResource("StandardMaterial3D_r4tfj")
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material_clouds = SubResource("ShaderMaterial_ruhh7")
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lightning_color = Color(1, 0.9843137, 0.4627451, 1)
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lightning_min = 2
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lightning_max = 4
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lightning_scale_min = 2.0
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lightning_scale_max = 5.0
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godray_max_rain = 60
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godray_spawn_radius = 100.0
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godray_spawn_offset = Vector3(20, 80, 20)
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godray_rotation_degrees = Vector3(50, 30, 0)
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godray_scale = Vector3(2, 25, 50)
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snow_amount = 2000.0
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wind_amount = 50
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cloud_speed = 0.01
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fireflies_amount = 550
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fireflies_spawn_ray = 60.0
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metadata/_custom_type_script = "uid://butda6k2tli3o"
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[sub_resource type="Gradient" id="Gradient_i3hjl"]
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@@ -85,7 +131,7 @@ gradient = SubResource("Gradient_djqkg")
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lifetime_randomness = 0.5
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emission_shape_scale = Vector3(5, 5, 5)
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emission_shape = 3
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emission_box_extents = Vector3(25, 5, 25)
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emission_box_extents = Vector3(1, 1, 1)
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direction = Vector3(0, 1, 0)
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initial_velocity_min = 6.0
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initial_velocity_max = 6.0
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@@ -99,10 +145,9 @@ 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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shader_parameter/time_scale = 3.065
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shader_parameter/wave_amplitude = 0.3
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shader_parameter/wave_frequency = 0.25
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[sub_resource type="TubeTrailMesh" id="TubeTrailMesh_vo82p"]
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material = SubResource("ShaderMaterial_cer0u")
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@@ -174,7 +219,9 @@ size = Vector2(0.05, 0.8)
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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 = 0.6000000285
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shader_parameter/blur_amount = 0.50000002375
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shader_parameter/focus_size = 0.54400002584
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shader_parameter/transition_softness = 0.00999999977648
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[sub_resource type="QuadMesh" id="QuadMesh_sxgg7"]
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size = Vector2(2, 2)
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@@ -184,12 +231,12 @@ noise = ExtResource("11_yn8v8")
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seamless = true
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_oqt1s"]
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render_priority = 0
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render_priority = -1
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shader = ExtResource("10_tuauy")
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shader_parameter/noise_texture = SubResource("NoiseTexture2D_0fcg4")
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shader_parameter/cloud_scale = 0.0070000003325
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shader_parameter/cloud_speed = 0.0030000001425
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shader_parameter/direction = Vector2(0.5, 0.2)
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shader_parameter/direction = Vector2(0.1, 0.025)
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shader_parameter/sun_angle = Vector2(0.5, 0.5)
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shader_parameter/cloud_density = 0.400000019
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shader_parameter/center_sharpness = 0.138000006555
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@@ -222,9 +269,9 @@ process_material = SubResource("ParticleProcessMaterial_i3hjl")
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draw_pass_1 = SubResource("QuadMesh_b5atu")
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[node name="Particles_Wind" type="GPUParticles3D" parent="." unique_id=1238214694]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 50, 0)
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emitting = false
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amount = 100
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transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 50, 0)
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cast_shadow = 0
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amount = 25
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lifetime = 3.0
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fixed_fps = 60
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process_material = SubResource("ParticleProcessMaterial_ruhh7")
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@@ -1,31 +1,26 @@
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shader_type spatial;
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render_mode unshaded;
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global uniform float global_wind_speed = 1.0; //0.0 = calm, 1.0 = normal, 2.0+ = strong
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global uniform vec2 global_wind_direction = vec2(1.0, 0.0);
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uniform float wave_frequency = 1.0;
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uniform float base_amplitude = 0.5;
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uniform float secondary_ratio = 0.6;
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uniform float time_scale_base = 3.0;
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// --- PARAMETRI ---
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uniform float time_scale = 3.0;
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uniform float wave_amplitude = 0.5; // Quanto curva a destra/sinistra
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uniform float wave_frequency = 1.0; // Ogni quanto fa la curva
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void vertex() {
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// Creiamo un offset unico per ogni particella in modo che non si muovano tutte uguali
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float random_seed_offset = INSTANCE_CUSTOM.x * 100.0;
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float scaled_time = (TIME + random_seed_offset) * (time_scale_base * global_wind_speed);
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float amplitude = base_amplitude * global_wind_speed;
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float scaled_time = (TIME + random_seed_offset) * time_scale;
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vec2 wind_dir = normalize(global_wind_direction);
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vec2 wind_perp = vec2(-wind_dir.y, wind_dir.x); //90° perpendicular
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// Applichiamo SOLO la curva morbida all'asse X (o Z, a seconda di come orienti la scena)
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// Usiamo VERTEX.y per far sì che la curva si propaghi lungo tutta la lunghezza della scia
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VERTEX.x += sin(VERTEX.y * wave_frequency + scaled_time) * wave_amplitude;
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float primary_sway = sin(VERTEX.y * wave_frequency + scaled_time) * amplitude;
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float secondary_sway = sin(VERTEX.y * wave_frequency * 1.3 + scaled_time * 0.7 + 1.57)
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* (amplitude * secondary_ratio);
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VERTEX.x += primary_sway * wind_dir.x + secondary_sway * wind_perp.x;
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VERTEX.z += primary_sway * wind_dir.y + secondary_sway * wind_perp.y;
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// Niente più "VERTEX.y += t;", quindi niente più teletrasporti!
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}
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void fragment() {
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// Il colore e l'alpha (per lo spawn dolce e la morte lenta)
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// vengono comandati dalla Color Ramp del GPUParticles3D!
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ALBEDO = COLOR.rgb;
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ALPHA = COLOR.a;
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}
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413
docs/museums/biome_generator/museum_map.tscn
Normal file
413
docs/museums/biome_generator/museum_map.tscn
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File diff suppressed because one or more lines are too long
@@ -13,6 +13,7 @@ config_version=5
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config/name="tgcc"
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run/main_scene="uid://cae0mnf353dy3"
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config/features=PackedStringArray("4.6", "Forward Plus")
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run/max_fps=60
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config/icon="uid://bfar1kk3pgq8f"
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[autoload]
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