add fog
This commit is contained in:
7
core/daynight/FogNoise.tres
Normal file
7
core/daynight/FogNoise.tres
Normal file
@@ -0,0 +1,7 @@
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[gd_resource type="NoiseTexture2D" format=3 uid="uid://b2xcpt2y8v32x"]
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_oqwsk"]
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[resource]
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noise = SubResource("FastNoiseLite_oqwsk")
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seamless = true
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@@ -9,6 +9,7 @@
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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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[ext_resource type="Texture2D" uid="uid://b2xcpt2y8v32x" path="res://core/daynight/FogNoise.tres" id="11_tuauy"]
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[ext_resource type="FastNoiseLite" uid="uid://c0mtwrkptjcuw" path="res://core/daynight/environment_shadows_noise_clouds.tres" id="11_yn8v8"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_ruhh7"]
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@@ -248,6 +249,22 @@ shader_parameter/fade_end = 800.000035625
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shader_parameter/height_fade_start = 10.0
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shader_parameter/height_fade_end = 50.0
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[sub_resource type="QuadMesh" id="QuadMesh_yn8v8"]
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size = Vector2(2, 2)
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_sxgg7"]
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render_priority = 2
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shader = ExtResource("2_r4tfj")
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shader_parameter/fog_noise = ExtResource("11_tuauy")
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shader_parameter/use_red_as_alpha = true
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shader_parameter/fog_color = Color(0.8, 0.8509804, 0.9019608, 0.2509804)
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shader_parameter/scroll_speed = Vector2(0, 0.01)
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shader_parameter/texture_scale = Vector2(1, 1)
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shader_parameter/edge_softness_y = 0.16400000779
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shader_parameter/edge_softness_x = 0.5
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shader_parameter/night_intensity = 0.0
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shader_parameter/sun_color = Color(1, 1, 1, 1)
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[node name="EnvironmentManager" type="Node3D" unique_id=1611939731 node_paths=PackedStringArray("particles_wind", "particles_snow", "particles_fireflies", "particles_rain", "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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@@ -271,6 +288,7 @@ 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, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 50, 0)
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cast_shadow = 0
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emitting = false
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amount = 25
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lifetime = 3.0
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fixed_fps = 60
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@@ -318,3 +336,15 @@ mouse_filter = 2
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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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[node name="Fog" type="Node3D" parent="." unique_id=1626352238]
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Fog" unique_id=96635311]
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transform = Transform3D(-42.075005, 7.553328e-06, 1.7196172e-13, 0, -3.7766642e-06, 45, 3.6783138e-06, 86.4, 1.9670128e-06, -67, 14, 0)
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mesh = SubResource("QuadMesh_yn8v8")
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surface_material_override/0 = SubResource("ShaderMaterial_sxgg7")
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[node name="MeshInstance3D2" type="MeshInstance3D" parent="Fog" unique_id=10121049]
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transform = Transform3D(-42.075005, 7.553328e-06, 1.7196172e-13, 0, -3.7766642e-06, 45, 3.6783138e-06, 86.4, 1.9670128e-06, 67, 14, 0)
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mesh = SubResource("QuadMesh_yn8v8")
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surface_material_override/0 = SubResource("ShaderMaterial_sxgg7")
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@@ -28,6 +28,7 @@ const WEATHER_PLAIN_SHADER: Material = preload("res://core/daynight/weather_plai
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#environment nodes
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@onready var sun: DirectionalLight3D = $"../DirectionalLight3D"
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@onready var environment: WorldEnvironment = $"../WorldEnvironment"
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@onready var fog_node: Node3D = $Fog
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var day_night_controller: DayNightController
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var weather_controller: WeatherController
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@@ -39,6 +40,7 @@ func _ready() -> void:
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#connect shader when new node is added
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get_tree().node_added.connect(_on_tree_node_added)
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UIEvents.toggle_fog.connect(toggle_fog)
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#set noise texture 2d to materials in special group
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ApplyWindNoiseToMaterials()
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@@ -158,3 +160,7 @@ func select_day_time(normalized_time: float) -> void:
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if weather_controller:
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weather_controller.day_time = day_time
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func toggle_fog(value: bool) -> void:
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if fog_node:
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fog_node.visible = value
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@@ -1,7 +1,6 @@
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[gd_resource type="ShaderMaterial" format=3 uid="uid://cn5vw7unbqgve"]
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[ext_resource type="Shader" uid="uid://dh3j2jp6defuk" path="res://core/daynight/weather_overlay.gdshader" id="1_weather"]
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[ext_resource type="Texture2D" uid="uid://bpswbjh4jj1ou" path="res://core/daynight/noise.tres" id="2_noise"]
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[resource]
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render_priority = 0
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@@ -20,4 +19,3 @@ shader_parameter/wet_roughness = 0.05
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shader_parameter/rain_normal_strength = 0.4
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shader_parameter/puddle_noise_scale = 0.08
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shader_parameter/puddle_threshold = 0.45
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shader_parameter/noise_texture = ExtResource("2_noise")
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@@ -83,6 +83,7 @@ extends Resource
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@export var enable_dust: bool = false #Floating dust particles overlay
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@export var enable_blur: bool = true #Screen blur effect
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@export var enable_environment_shadows: bool = true #Cloud shadow projection on terrain
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@export var enable_fog: bool = true #Enable fog around the train
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@export var blur_amount: float = 0.6
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@export_group("Dust")
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@@ -27,6 +27,8 @@ signal toggle_dust(value: bool)
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signal toggle_blur(value: bool)
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@warning_ignore("unused_signal")
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signal toggle_shadows(value: bool)
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@warning_ignore("unused_signal")
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signal toggle_fog(value: bool)
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#day cycle signals
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@warning_ignore("unused_signal")
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