update transition from night to "alba"
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@@ -316,8 +316,19 @@ func select_day_time(normalized_time: float) -> void:
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#24:00 1.0000 3.0
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if normalized_time < environment_config.sunrise:
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#Sunrise: night → morning
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day_time = 3.0 + (normalized_time / environment_config.sunrise) * 1.0 # 3.0 → 4.0
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#Sunrise: stay night → night to alba(afternoon) → alba to morning
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var part = environment_config.sunrise / 3.0
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if normalized_time < part:
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# Stay Night
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day_time = 3.0
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elif normalized_time < part * 2.0:
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# Night to Alba (Afternoon)
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var t = (normalized_time - part) / part
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day_time = 3.0 - (t * 1.0) # 3.0 → 2.0
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else:
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# Alba (Afternoon) to Morning
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var t = (normalized_time - part * 2.0) / part
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day_time = 2.0 - (t * 1.0) # 2.0 → 1.0
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elif normalized_time < environment_config.day:
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#Morning: morning → afternoon
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var t: float = (normalized_time - environment_config.sunrise) / (environment_config.day - environment_config.sunrise)
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@@ -342,10 +353,17 @@ func _update_clouds_lighting(normalized_time: float) -> void:
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return
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if normalized_time < environment_config.sunrise:
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var part = environment_config.sunrise / 3.0
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if normalized_time < part * 2.0:
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# NOTTE / PRE-ALBA (Colori scuri, nessun rim light solare)
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cloud_material.set_shader_parameter("cloud_color", Color("1a1c2e"))
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cloud_material.set_shader_parameter("shadow_color", Color("0d0e17"))
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cloud_material.set_shader_parameter("rim_color", Color("000000"))
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else:
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# ALBA (uguale al tramonto)
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cloud_material.set_shader_parameter("cloud_color", Color("fdf3e7"))
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cloud_material.set_shader_parameter("shadow_color", Color("5c537a"))
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cloud_material.set_shader_parameter("rim_color", Color("ff9e64"))
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elif normalized_time < environment_config.day:
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# MATTINA / ALBA (Colori che iniziano a scaldarsi)
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