6 Commits

Author SHA1 Message Date
8c7f1c3c82 fix stutter 2026-04-30 16:21:08 +02:00
b7308c5d66 fix fog 2026-04-30 12:20:12 +02:00
ff93a7ab2c add fog 2026-04-30 07:13:34 +02:00
122ec189eb fix water colors 2026-04-30 06:55:28 +02:00
889334e7a3 fix snow and water ripples + add water colors 2026-04-30 06:53:54 +02:00
Matteo Sonaglioni
ead4e557c4 Squashed commit of the following:
commit d8496f4cc7
Author: Matteo Sonaglioni <sonaglioni.matteo7@gmail.com>
Date:   Wed Apr 29 11:01:07 2026 +0200

    tweak enviromentconfig

commit 84538679f3
Author: Matteo Sonaglioni <sonaglioni.matteo7@gmail.com>
Date:   Wed Apr 29 09:29:48 2026 +0200

    museum_map
2026-04-29 11:02:24 +02:00
21 changed files with 994 additions and 173 deletions

View File

@@ -1,5 +1,9 @@
extends Node3D
const CHUNK_GENERATION_STEPS_PER_FRAME: int = 2
const CHUNK_CLEANUP_STEPS_PER_FRAME: int = 4
const LAMPPOST_WIRE_STEPS_PER_FRAME: int = 1
@export_group("Rails")
@export var rail_path: Path3D
@@ -20,6 +24,12 @@ var last_pos_train: Vector2i = Vector2i(999999, 999999)
var noise_generator: FastNoiseLite
var altitude_generator: FastNoiseLite
var wire_connections: Dictionary = {}
var chunk_candidate_cache: Dictionary = {}
var pending_generation_cells: Array[Vector2i] = []
var pending_cleanup_cells: Array[Vector2i] = []
var pending_wire_cells: Array[Vector2i] = []
var pending_wire_lookup: Dictionary = {}
var pending_radar_update: bool = false
var manual_biome: Biome = null
@@ -36,6 +46,7 @@ func _ready() -> void:
altitude_generator.seed = randi()
altitude_generator.frequency = district_scale * 0.5
_warm_chunk_candidate_cache()
_update_set_pieces()
func _update_set_pieces() -> void:
@@ -47,7 +58,7 @@ func _update_set_pieces() -> void:
if not "exclusive_biome" in sp or sp.exclusive_biome == "":
print("⚠️ Set Piece '", sp.name, "' not have exclusive biome -> always visible.")
continue
var local_biome = ""
if manual_biome != null:
local_biome = manual_biome.nome
@@ -55,7 +66,7 @@ func _update_set_pieces() -> void:
var grid_x = roundi(sp.global_position.x / chunk_size)
var grid_z = roundi(sp.global_position.z / chunk_size)
local_biome = _get_procedural_biome_name(noise_generator.get_noise_2d(grid_x, grid_z))
print("Analyze: '", sp.name, "' | Need: [", sp.exclusive_biome, "] | Current biome is: [", local_biome, "]")
if local_biome == sp.exclusive_biome:
sp.show()
@@ -67,15 +78,18 @@ func _update_set_pieces() -> void:
print(" ❌ Temple is an invisible ghost.")
func _destroy_and_regenrate_world() -> void:
_warm_chunk_candidate_cache()
_clear_pending_world_work()
#Turn off old temples
_update_set_pieces()
#Destroy all models
for pos in board.keys():
var cella = board[pos]
if cella["tipo"] == "bioma":
if cella.has("nodo") and is_instance_valid(cella["nodo"]):
cella["nodo"].queue_free()
if cella["type"] != "obstacle":
if cella.has("node") and is_instance_valid(cella["node"]):
cella["node"].queue_free()
#Clean board and wire connections
board.clear()
@@ -83,9 +97,20 @@ func _destroy_and_regenrate_world() -> void:
#Create train
last_pos_train = Vector2i(999999, 999999)
_train_radar()
last_pos_train = Vector2i(999999, 999999)
_train_radar()
if rail_path != null and rail_path.train_instance != null:
var train_pos = rail_path.train_instance.global_position
var current_pos = Vector2i(roundi(train_pos.x / chunk_size), roundi(train_pos.z / chunk_size))
_refresh_world_work(current_pos)
pending_radar_update = true
func _process(_delta: float) -> void:
_drain_cleanup_queue()
_drain_generation_queue()
_drain_wire_queue()
if pending_radar_update:
pending_radar_update = false
_train_radar()
func _physics_process(_delta: float) -> void:
if rail_path == null or rail_path.train_instance == null: return
@@ -97,9 +122,8 @@ func _physics_process(_delta: float) -> void:
if current_pos != last_pos_train:
last_pos_train = current_pos
_generate_pieces_around_train(current_pos)
_clean_far_chunks(current_pos)
_train_radar()
_refresh_world_work(current_pos)
pending_radar_update = true
func collect_all_chunkinfo(root: Node, list: Array[Node]) -> void:
if root == null: return
@@ -110,11 +134,173 @@ func collect_all_chunkinfo(root: Node, list: Array[Node]) -> void:
for child in root.get_children():
collect_all_chunkinfo(child, list)
func _warm_chunk_candidate_cache() -> void:
var unique_scenes: Dictionary = {}
for biome in biome_list:
if biome == null:
continue
for scene in biome.available_chunks:
if scene == null:
continue
unique_scenes[_get_chunk_scene_cache_key(scene)] = scene
if manual_biome != null:
for scene in manual_biome.available_chunks:
if scene == null:
continue
unique_scenes[_get_chunk_scene_cache_key(scene)] = scene
for scene in unique_scenes.values():
_get_chunk_scene_metadata(scene)
func _get_chunk_scene_cache_key(scene: PackedScene) -> String:
if scene == null:
return ""
if scene.resource_path != "":
return scene.resource_path
return "scene_%s" % scene.get_instance_id()
func _get_chunk_scene_metadata(scene: PackedScene) -> Dictionary:
if scene == null:
return {}
var key = _get_chunk_scene_cache_key(scene)
if chunk_candidate_cache.has(key):
return chunk_candidate_cache[key]
var preview_chunk = scene.instantiate()
var info_list: Array[Node] = []
collect_all_chunkinfo(preview_chunk, info_list)
var info_node = info_list[0] if info_list.size() > 0 else null
if info_node == null or not info_node.has_method("get_rotated_data"):
preview_chunk.queue_free()
chunk_candidate_cache[key] = {}
return {}
var info_path: NodePath = NodePath(".")
if info_node != preview_chunk:
info_path = preview_chunk.get_path_to(info_node)
var rotations = []
for rot in range(4):
rotations.append({
"rotation": rot,
"data": info_node.get_rotated_data(rot)
})
var metadata = {
"info_path": info_path,
"rotations": rotations,
"has_lamppost": "have_lamppost" in info_node and info_node.have_lamppost,
}
preview_chunk.queue_free()
chunk_candidate_cache[key] = metadata
return metadata
func _get_cached_chunk_info(instance: Node, scene: PackedScene) -> Node:
var metadata = _get_chunk_scene_metadata(scene)
if metadata.is_empty():
return null
var info_path: NodePath = metadata["info_path"]
if String(info_path) == ".":
return instance
return instance.get_node_or_null(info_path)
func _clear_pending_world_work() -> void:
pending_generation_cells.clear()
pending_cleanup_cells.clear()
pending_wire_cells.clear()
pending_wire_lookup.clear()
pending_radar_update = false
func _refresh_world_work(center: Vector2i) -> void:
_rebuild_generation_queue(center)
_rebuild_cleanup_queue(center)
func _rebuild_generation_queue(center: Vector2i) -> void:
pending_generation_cells.clear()
for radius in range(eye_line + 1):
for x in range(-radius, radius + 1):
for z in range(-radius, radius + 1):
if maxi(abs(x), abs(z)) != radius:
continue
var grid_pos = center + Vector2i(x, z)
if board.has(grid_pos):
continue
pending_generation_cells.append(grid_pos)
func _rebuild_cleanup_queue(center: Vector2i) -> void:
pending_cleanup_cells.clear()
var safe_margin = 2
for grid_pos in board.keys():
var cell = board[grid_pos]
if cell["type"] == "obstacle":
continue
var dist_x = abs(grid_pos.x - center.x)
var dist_z = abs(grid_pos.y - center.y)
if dist_x > eye_line + safe_margin or dist_z > eye_line + safe_margin:
pending_cleanup_cells.append(grid_pos)
func _drain_generation_queue() -> void:
var processed = 0
while processed < CHUNK_GENERATION_STEPS_PER_FRAME and not pending_generation_cells.is_empty():
var grid_pos = pending_generation_cells.pop_front()
if board.has(grid_pos):
continue
var is_obstacle = _register_cell_with_ray(grid_pos)
if not is_obstacle:
_add_compatible_biome(grid_pos)
processed += 1
func _drain_cleanup_queue() -> void:
var processed = 0
while processed < CHUNK_CLEANUP_STEPS_PER_FRAME and not pending_cleanup_cells.is_empty():
var grid_pos = pending_cleanup_cells.pop_front()
if not board.has(grid_pos):
continue
var cell = board[grid_pos]
if cell["type"] == "obstacle":
continue
if cell.has("node") and is_instance_valid(cell["node"]):
cell["node"].queue_free()
board.erase(grid_pos)
processed += 1
func _queue_lamppost_wire_connection(grid_pos: Vector2i) -> void:
if pending_wire_lookup.has(grid_pos):
return
pending_wire_lookup[grid_pos] = true
pending_wire_cells.append(grid_pos)
func _drain_wire_queue() -> void:
var processed = 0
while processed < LAMPPOST_WIRE_STEPS_PER_FRAME and not pending_wire_cells.is_empty():
var grid_pos = pending_wire_cells.pop_front()
pending_wire_lookup.erase(grid_pos)
if not board.has(grid_pos):
continue
if not board[grid_pos].get("have_lamppost", false):
continue
_connect_lamppost_wires(grid_pos)
processed += 1
func _generate_pieces_around_train(center: Vector2i) -> void:
for x in range(-eye_line, eye_line + 1):
for z in range(-eye_line, eye_line + 1):
var grid_pos = center + Vector2i(x, z)
if not board.has(grid_pos):
var ce_obstacle = _register_cell_with_ray(grid_pos)
if not ce_obstacle:
@@ -166,7 +352,7 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
if info_list.size() > 0:
var min_distance = 999999.0
var center_cell_pos = Vector3(world_pos.x, 0, world_pos.z)
for info in info_list:
if info is Node3D:
var pos_info = Vector3(info.global_position.x, 0, info.global_position.z)
@@ -191,7 +377,7 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
var data = right_info_node.get_rotated_data(rotation_steps)
exit_found = data["connections"]
height_found = data["heights"]
if "have_lamppost" in right_info_node:
have_lamppost = right_info_node.have_lamppost
@@ -206,7 +392,7 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
}
if have_lamppost:
_connect_lamppost_wires(grid_pos)
_queue_lamppost_wire_connection(grid_pos)
return true
return false
@@ -229,43 +415,40 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
var valid_candidates = []
for scene in zone_catalogue:
var test_chunk = scene.instantiate()
var test_list: Array[Node] = []
collect_all_chunkinfo(test_chunk, test_list)
var info_test = test_list[0] if test_list.size() > 0 else null
var metadata = _get_chunk_scene_metadata(scene)
if metadata.is_empty():
continue
if info_test != null and info_test.has_method("get_rotated_data"):
for rot in range(4):
var data = test_chunk.get_rotated_data(rot)
var u_conn = data["connections"]
var u_height = data["heights"]
for candidate in metadata["rotations"]:
var rot = candidate["rotation"]
var data = candidate["data"]
var u_conn = data["connections"]
var u_height = data["heights"]
var match_conn_n = (req_conn_north == -1) or ((req_conn_north == 1) == u_conn["north"])
var match_conn_e = (req_conn_est == -1) or ((req_conn_est == 1) == u_conn["est"])
var match_conn_s = (req_conn_south == -1) or ((req_conn_south == 1) == u_conn["south"])
var match_conn_o = (req_conn_west == -1) or ((req_conn_west == 1) == u_conn["west"])
var match_alt_n = (req_height_north == -1) or (req_height_north == u_height["north"])
var match_alt_e = (req_height_est == -1) or (req_height_est == u_height["est"])
var match_alt_s = (req_height_south == -1) or (req_height_south == u_height["south"])
var match_alt_o = (req_height_west == -1) or (req_height_west == u_height["west"])
var diff_n = abs(u_height["north"] - height_target) if req_height_north == -1 else 0
var diff_e = abs(u_height["est"] - height_target) if req_height_est == -1 else 0
var diff_s = abs(u_height["south"] - height_target) if req_height_south == -1 else 0
var diff_o = abs(u_height["west"] - height_target) if req_height_west == -1 else 0
var excessive_jumps = diff_n > 1 or diff_e > 1 or diff_s > 1 or diff_o > 1
if match_conn_n and match_conn_e and match_conn_s and match_conn_o and match_alt_n and match_alt_e and match_alt_s and match_alt_o and not excessive_jumps:
var score = 0
if req_height_north == -1 and u_height["north"] == height_target: score += 1
if req_height_est == -1 and u_height["est"] == height_target: score += 1
if req_height_south == -1 and u_height["south"] == height_target: score += 1
if req_height_west == -1 and u_height["west"] == height_target: score += 1
var match_conn_n = (req_conn_north == -1) or ((req_conn_north == 1) == u_conn["north"])
var match_conn_e = (req_conn_est == -1) or ((req_conn_est == 1) == u_conn["est"])
var match_conn_s = (req_conn_south == -1) or ((req_conn_south == 1) == u_conn["south"])
var match_conn_o = (req_conn_west == -1) or ((req_conn_west == 1) == u_conn["west"])
var match_alt_n = (req_height_north == -1) or (req_height_north == u_height["north"])
var match_alt_e = (req_height_est == -1) or (req_height_est == u_height["est"])
var match_alt_s = (req_height_south == -1) or (req_height_south == u_height["south"])
var match_alt_o = (req_height_west == -1) or (req_height_west == u_height["west"])
var diff_n = abs(u_height["north"] - height_target) if req_height_north == -1 else 0
var diff_e = abs(u_height["est"] - height_target) if req_height_est == -1 else 0
var diff_s = abs(u_height["south"] - height_target) if req_height_south == -1 else 0
var diff_o = abs(u_height["west"] - height_target) if req_height_west == -1 else 0
var excessive_jumps = diff_n > 1 or diff_e > 1 or diff_s > 1 or diff_o > 1
if match_conn_n and match_conn_e and match_conn_s and match_conn_o and match_alt_n and match_alt_e and match_alt_s and match_alt_o and not excessive_jumps:
var score = 0
if req_height_north == -1 and u_height["north"] == height_target: score += 1
if req_height_est == -1 and u_height["est"] == height_target: score += 1
if req_height_south == -1 and u_height["south"] == height_target: score += 1
if req_height_west == -1 and u_height["west"] == height_target: score += 1
valid_candidates.append({"scene": scene, "rotation": rot, "data": data, "score": score})
test_chunk.queue_free()
valid_candidates.append({"scene": scene, "rotation": rot, "data": data, "score": score})
if valid_candidates.size() > 0:
var max_score = -1
@@ -278,16 +461,14 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
var choise = best_candidate.pick_random()
var new_chunk = choise.scene.instantiate()
add_child(new_chunk)
new_chunk.position = Vector3(grid_pos.x * chunk_size, 0, grid_pos.y * chunk_size)
new_chunk.rotation.y = choise.rotation * (-PI / 2.0)
add_child(new_chunk)
var new_list: Array[Node] = []
collect_all_chunkinfo(new_chunk, new_list)
var info_new = new_list[0] if new_list.size() > 0 else null
var info_new = _get_cached_chunk_info(new_chunk, choise.scene)
var have_lamppost = false
if info_new != null and "have_lamppost" in new_chunk:
if info_new != null and "have_lamppost" in info_new:
have_lamppost = info_new.have_lamppost
board[grid_pos] = {
@@ -300,16 +481,14 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
}
if have_lamppost:
_connect_lamppost_wires(grid_pos)
_queue_lamppost_wire_connection(grid_pos)
else:
var backup = zone_catalogue[0].instantiate()
add_child(backup)
backup.position = Vector3(grid_pos.x * chunk_size, 0, grid_pos.y * chunk_size)
add_child(backup)
var backup_list: Array[Node] = []
collect_all_chunkinfo(backup, backup_list)
var info_backup = backup_list[0] if backup_list.size() > 0 else null
var info_backup = _get_cached_chunk_info(backup, zone_catalogue[0])
var safe_heights = {
"north": req_height_north if req_height_north != -1 else height_target,
@@ -351,8 +530,6 @@ func _train_radar() -> void:
var current_progress = rail_path.train_progress
var total_length = rail_path.curve.get_baked_length()
#var exchange_distance = 0.0
#var next_biome = ""
for step in range(1, 31):
var next_progress = wrapf(current_progress + (step * chunk_size), 0.0, total_length)
@@ -364,44 +541,18 @@ func _train_radar() -> void:
var future_biome = _get_procedural_biome_name(noise_generator.get_noise_2d(f_x, f_z))
if future_biome != current_biome:
#exchange_distance = step * chunk_size
#next_biome = future_biome
break
func _clean_far_chunks(centro_attuale: Vector2i) -> void:
var cells_to_remove = []
var safe_margin = 2
for grid_pos in board.keys():
var cell = board[grid_pos]
if cell["type"] == "obstacle": continue
var dist_x = abs(grid_pos.x - centro_attuale.x)
var dist_z = abs(grid_pos.y - centro_attuale.y)
if dist_x > eye_line + safe_margin or dist_z > eye_line + safe_margin:
if cell.has("node") and is_instance_valid(cell["node"]):
cell["node"].queue_free()
cells_to_remove.append(grid_pos)
for pos in cells_to_remove:
board.erase(pos)
func _get_lampposts(info_node: Node, side: String) -> Array[Node3D]:
var lampposts: Array[Node3D] = []
if side == "sx":
if "connection_left" in info_node and info_node.connection_left != null:
for p in info_node.connection_left:
if is_instance_valid(p): lampposts.append(p)
#if lampposts.is_empty() and "nodo_attacco_sx" in nodo_info and is_instance_valid(nodo_info.get("nodo_attacco_sx")):
# lampposts.append(nodo_info.get("nodo_attacco_sx"))
else:
if "connection_right" in info_node and info_node.connection_right != null:
for p in info_node.connection_right:
if is_instance_valid(p): lampposts.append(p)
#if lampposts.is_empty() and "nodo_attacco_dx" in nodo_info and is_instance_valid(nodo_info.get("nodo_attacco_dx")):
# lampposts.append(nodo_info.get("nodo_attacco_dx"))
return lampposts
func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
@@ -471,7 +622,7 @@ func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
if board.has(closest_pos) and board[closest_pos].get("have_lamppost", false):
var closest_root = board[closest_pos]["node"]
var closest_info = board[closest_pos]["info"]
if not is_instance_valid(closest_root) or closest_root == new_root or closest_info == null: continue
if closest_info is Node3D: closest_info.force_update_transform()

View File

@@ -0,0 +1,7 @@
[gd_resource type="NoiseTexture2D" format=3 uid="uid://b2xcpt2y8v32x"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_oqwsk"]
[resource]
noise = SubResource("FastNoiseLite_oqwsk")
seamless = true

View File

@@ -1,9 +1,17 @@
shader_type canvas_item;
// Cattura tutto quello che c'è sotto questo nodo
uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
uniform float blur_amount : hint_range(0.0, 5.0) = 2.5;
uniform float focus_size : hint_range(0.0, 1.0) = 0.4;
uniform float transition_softness : hint_range(0.01, 1.0) = 0.3;
void fragment() {
COLOR = textureLod(screen_texture, SCREEN_UV, blur_amount);
}
float dist_from_center = abs(SCREEN_UV.y - 0.5);
float mask = smoothstep(focus_size / 2.0, (focus_size / 2.0) + transition_softness, dist_from_center);
// Applica il blur
vec4 blurred_screen = textureLod(screen_texture, SCREEN_UV, blur_amount * mask);
COLOR = blurred_screen;
}

View File

@@ -9,6 +9,7 @@
[ext_resource type="Material" uid="uid://codq5gx71rj4o" path="res://core/daynight/environment_dust_material.tres" id="8_amaf0"]
[ext_resource type="Shader" uid="uid://bkn6eqgbn37jx" path="res://core/daynight/blur.gdshader" id="9_amaf0"]
[ext_resource type="Shader" uid="uid://b5wa82soyhsqm" path="res://core/daynight/environment_shadows.gdshader" id="10_tuauy"]
[ext_resource type="Texture2D" uid="uid://b2xcpt2y8v32x" path="res://core/daynight/FogNoise.tres" id="11_tuauy"]
[ext_resource type="FastNoiseLite" uid="uid://c0mtwrkptjcuw" path="res://core/daynight/environment_shadows_noise_clouds.tres" id="11_yn8v8"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_ruhh7"]
@@ -40,9 +41,55 @@ shader_parameter/sun_color = Color(0.2841828, 0.2023238, 0.27953526, 1)
[sub_resource type="Resource" id="Resource_r4tfj"]
script = ExtResource("2_h6hjk")
morning_color = Color(0.93333334, 0.78039217, 0.6039216, 1)
afternoon_color = Color(0.9490196, 0.62352943, 0.38039216, 1)
night_color = Color(0.18431373, 0.18431373, 0.4862745, 1)
sun_rotation_morning = Vector3(-50, -90, 0)
sun_rotation_afternoon = Vector3(-120, -90, 0)
sun_rotation_night = Vector3(-130, -90, 0)
night_light_energy = 1.0
exposure_morning = 0.8
exposure_afternoon = 0.7
exposure_night = 0.7
sky_top_morning = Color(0.11764706, 0.35686275, 0.5411765, 1)
sky_top_afternoon = Color(0.7019608, 0.4509804, 0.2, 1)
sky_top_night = Color(0.050980393, 0.050980393, 0.14901961, 1)
sky_horizon_morning = Color(0.4627451, 0.6745098, 0.8627451, 1)
sky_horizon_afternoon = Color(0.93333334, 0.6, 0.8039216, 1)
sky_horizon_night = Color(0.14901961, 0.101960786, 0.2509804, 1)
grad_top_morning = Color(0.7921569, 0.8784314, 0.95686275, 1)
grad_top_afternoon = Color(0.8627451, 0.24313726, 0.5411765, 1)
grad_top_night = Color(0.16470589, 0.16470589, 0.26666668, 1)
grad_bot_morning = Color(0.05882353, 0.078431375, 0.21568628, 1)
grad_bot_afternoon = Color(0.2509804, 0.019607844, 0.043137256, 1)
grad_intensity_morning = 0.05
grad_intensity_afternoon = 0.1
grad_intensity_night = 0.5
fog_color_morning = Color(0.7490196, 0.8509804, 0.9490196, 1)
fog_color_afternoon = Color(0.9647059, 0.5882353, 0.7607843, 1)
fog_color_night = Color(0.14901961, 0.101960786, 0.2509804, 1)
fog_density_morning = 0.01
fog_density_afternoon = 0.02
glow_morning = 0.4
glow_night = 0.6
material_fog = SubResource("ShaderMaterial_b5atu")
material_drops = SubResource("StandardMaterial3D_r4tfj")
material_clouds = SubResource("ShaderMaterial_ruhh7")
lightning_color = Color(1, 0.9843137, 0.4627451, 1)
lightning_min = 2
lightning_max = 4
lightning_scale_min = 2.0
lightning_scale_max = 5.0
godray_max_rain = 60
godray_spawn_radius = 100.0
godray_spawn_offset = Vector3(20, 80, 20)
godray_rotation_degrees = Vector3(50, 30, 0)
godray_scale = Vector3(2, 25, 50)
snow_amount = 2000.0
wind_amount = 50
cloud_speed = 0.01
fireflies_amount = 550
fireflies_spawn_ray = 60.0
metadata/_custom_type_script = "uid://butda6k2tli3o"
[sub_resource type="Gradient" id="Gradient_i3hjl"]
@@ -85,7 +132,7 @@ gradient = SubResource("Gradient_djqkg")
lifetime_randomness = 0.5
emission_shape_scale = Vector3(5, 5, 5)
emission_shape = 3
emission_box_extents = Vector3(25, 5, 25)
emission_box_extents = Vector3(1, 1, 1)
direction = Vector3(0, 1, 0)
initial_velocity_min = 6.0
initial_velocity_max = 6.0
@@ -99,10 +146,9 @@ point_count = 3
[sub_resource type="ShaderMaterial" id="ShaderMaterial_cer0u"]
render_priority = 0
shader = ExtResource("5_djqkg")
shader_parameter/wave_frequency = 1.0
shader_parameter/base_amplitude = 0.5
shader_parameter/secondary_ratio = 0.6
shader_parameter/time_scale_base = 3.0
shader_parameter/time_scale = 3.065
shader_parameter/wave_amplitude = 0.3
shader_parameter/wave_frequency = 0.25
[sub_resource type="TubeTrailMesh" id="TubeTrailMesh_vo82p"]
material = SubResource("ShaderMaterial_cer0u")
@@ -174,7 +220,9 @@ size = Vector2(0.05, 0.8)
[sub_resource type="ShaderMaterial" id="ShaderMaterial_kavln"]
shader = ExtResource("9_amaf0")
shader_parameter/blur_amount = 0.6000000285
shader_parameter/blur_amount = 0.50000002375
shader_parameter/focus_size = 0.54400002584
shader_parameter/transition_softness = 0.00999999977648
[sub_resource type="QuadMesh" id="QuadMesh_sxgg7"]
size = Vector2(2, 2)
@@ -184,12 +232,12 @@ noise = ExtResource("11_yn8v8")
seamless = true
[sub_resource type="ShaderMaterial" id="ShaderMaterial_oqt1s"]
render_priority = 0
render_priority = -1
shader = ExtResource("10_tuauy")
shader_parameter/noise_texture = SubResource("NoiseTexture2D_0fcg4")
shader_parameter/cloud_scale = 0.0070000003325
shader_parameter/cloud_speed = 0.0030000001425
shader_parameter/direction = Vector2(0.5, 0.2)
shader_parameter/direction = Vector2(0.1, 0.025)
shader_parameter/sun_angle = Vector2(0.5, 0.5)
shader_parameter/cloud_density = 0.400000019
shader_parameter/center_sharpness = 0.138000006555
@@ -201,7 +249,23 @@ shader_parameter/fade_end = 800.000035625
shader_parameter/height_fade_start = 10.0
shader_parameter/height_fade_end = 50.0
[node name="EnvironmentManager" type="Node3D" unique_id=1611939731 node_paths=PackedStringArray("particles_wind", "particles_snow", "particles_fireflies", "particles_rain", "environment_dust", "blur", "environment_shadows")]
[sub_resource type="QuadMesh" id="QuadMesh_yn8v8"]
size = Vector2(2, 2)
[sub_resource type="ShaderMaterial" id="ShaderMaterial_sxgg7"]
render_priority = 2
shader = ExtResource("2_r4tfj")
shader_parameter/fog_noise = ExtResource("11_tuauy")
shader_parameter/use_red_as_alpha = true
shader_parameter/fog_color = Color(0.8, 0.8509804, 0.9019608, 0.2509804)
shader_parameter/scroll_speed = Vector2(0, 0.01)
shader_parameter/texture_scale = Vector2(1, 1)
shader_parameter/edge_softness_y = 0.16400000779
shader_parameter/edge_softness_x = 0.5
shader_parameter/night_intensity = 0.0
shader_parameter/sun_color = Color(1, 1, 1, 1)
[node name="EnvironmentManager" type="Node3D" unique_id=1611939731 node_paths=PackedStringArray("particles_wind", "particles_snow", "particles_fireflies", "particles_rain", "environment_dust", "blur", "environment_shadows", "fog")]
script = ExtResource("1_wecen")
environment_config = SubResource("Resource_r4tfj")
particles_wind = NodePath("Particles_Wind")
@@ -212,6 +276,7 @@ godray = ExtResource("5_411rw")
environment_dust = NodePath("EnvironmentDust")
blur = NodePath("Blur")
environment_shadows = NodePath("EnvironmentCloudsShadows")
fog = NodePath("Fog")
[node name="Particles_Fireflies" type="GPUParticles3D" parent="." unique_id=947538133]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
@@ -222,9 +287,10 @@ process_material = SubResource("ParticleProcessMaterial_i3hjl")
draw_pass_1 = SubResource("QuadMesh_b5atu")
[node name="Particles_Wind" type="GPUParticles3D" parent="." unique_id=1238214694]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 50, 0)
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 50, 0)
cast_shadow = 0
emitting = false
amount = 100
amount = 25
lifetime = 3.0
fixed_fps = 60
process_material = SubResource("ParticleProcessMaterial_ruhh7")
@@ -271,3 +337,15 @@ mouse_filter = 2
extra_cull_margin = 16384.0
mesh = SubResource("QuadMesh_sxgg7")
surface_material_override/0 = SubResource("ShaderMaterial_oqt1s")
[node name="Fog" type="Node3D" parent="." unique_id=1626352238]
[node name="MeshInstance3D" type="MeshInstance3D" parent="Fog" unique_id=96635311]
transform = Transform3D(-42.075005, 7.553328e-06, 1.7196172e-13, 0, -3.7766642e-06, 45, 3.6783138e-06, 86.4, 1.9670128e-06, -41.926987, 14, 0)
mesh = SubResource("QuadMesh_yn8v8")
surface_material_override/0 = SubResource("ShaderMaterial_sxgg7")
[node name="MeshInstance3D2" type="MeshInstance3D" parent="Fog" unique_id=10121049]
transform = Transform3D(-42.075005, 7.553328e-06, 1.7196172e-13, 0, -3.7766642e-06, 45, 3.6783138e-06, 86.4, 1.9670128e-06, 59.320038, 14, 0)
mesh = SubResource("QuadMesh_yn8v8")
surface_material_override/0 = SubResource("ShaderMaterial_sxgg7")

View File

@@ -4,6 +4,7 @@ extends Node3D
const NOISE_TEXTURE: Texture2D = preload("res://core/daynight/noise.tres")
const WEATHER_SHADER: Material = preload("res://core/daynight/weather_overlay.tres")
const WEATHER_PLAIN_SHADER: Material = preload("res://core/daynight/weather_plain_shader.tres")
const DYNAMIC_ENVIRONMENT_UPDATES_PER_FRAME: int = 2 #how many update of the environment (apply materials) will be done per frame
@export var environment_config: EnvironmentConfig
@@ -20,6 +21,7 @@ const WEATHER_PLAIN_SHADER: Material = preload("res://core/daynight/weather_plai
@export var environment_dust: ColorRect
@export var blur: ColorRect
@export var environment_shadows: MeshInstance3D
@export var fog: Node3D
@export_group("Sound")
@export var thunder_sounds: Array[AudioStream]
@@ -34,6 +36,7 @@ var weather_controller: WeatherController
var day_tween: Tween
var day_time: float = 0.0
var pending_environment_nodes: Dictionary = {}
func _ready() -> void:
@@ -62,6 +65,7 @@ func _ready() -> void:
godray,
environment_dust,
blur,
fog,
environment_shadows,
sun,
environment,
@@ -74,9 +78,50 @@ func _ready() -> void:
weather_controller.name = "WeatherController"
add_child(weather_controller)
func _process(_delta: float) -> void:
_process_pending_environment_nodes()
func _on_tree_node_added(node: Node) -> void:
if node.is_in_group("wind_node") or node.is_in_group("weather_node") or node.is_in_group("weather_vegetables_node"):
call_deferred("_apply_dynamic_environment_materials", node)
_queue_dynamic_environment_node(node)
func _queue_dynamic_environment_node(node: Node) -> void:
if not is_instance_valid(node):
return
var ancestor = node.get_parent()
while ancestor != null:
if pending_environment_nodes.has(ancestor.get_instance_id()):
return
ancestor = ancestor.get_parent()
var stale_ids: Array[int] = []
for node_id in pending_environment_nodes.keys():
var pending_node = pending_environment_nodes[node_id]
if not is_instance_valid(pending_node):
stale_ids.append(node_id)
continue
if node.is_ancestor_of(pending_node):
stale_ids.append(node_id)
for node_id in stale_ids:
pending_environment_nodes.erase(node_id)
pending_environment_nodes[node.get_instance_id()] = node
func _process_pending_environment_nodes() -> void:
var processed = 0
for node_id in pending_environment_nodes.keys():
if processed >= DYNAMIC_ENVIRONMENT_UPDATES_PER_FRAME:
break
var node = pending_environment_nodes[node_id]
pending_environment_nodes.erase(node_id)
if not is_instance_valid(node):
continue
_apply_dynamic_environment_materials(node)
processed += 1
func _apply_dynamic_environment_materials(node: Node) -> void:
if not is_instance_valid(node):

View File

@@ -2,6 +2,7 @@ shader_type spatial;
render_mode blend_mix, depth_draw_always;
global uniform float global_rain_intensity;
global uniform vec4 global_water_color = vec4(0.285, 0.534, 0.487, 1.0);
//Water color
uniform vec4 deep_water_color : source_color = vec4(0.0, 0.1, 0.2, 1.0);
@@ -44,12 +45,14 @@ void fragment() {
float water_depth_gradient = exp(-depth_difference * beer_law_factor);
vec4 base_water = mix(deep_water_color, shallow_water_color, water_depth_gradient);
float rain_intensity = clamp(global_rain_intensity, 0.0, 1.0);
base_water.rgb = mix(base_water.rgb, global_water_color.rgb, 0.7);
vec2 pos = world_pos_xz * ripple_scale;
vec2 cell = floor(pos);
vec2 local_pos = fract(pos) - 0.5;
float random_val = fract(sin(dot(cell, vec2(12.9898, 78.233))) * 43758.5453);
float is_active_cell = step(1.0 - ripple_density, random_val);
float active_ripple_density = ripple_density * rain_intensity;
float is_active_cell = step(1.0 - active_ripple_density, random_val);
float ring = 0.0;
if (is_active_cell > 0.0) {

View File

@@ -14,6 +14,7 @@ var godray: PackedScene
var environment_dust: ColorRect
var blur: ColorRect
var environment_shadows: MeshInstance3D
var fog: Node3D
var sun: DirectionalLight3D
var environment: WorldEnvironment
@@ -53,7 +54,7 @@ var random_weather_restore_tween: Tween
func _init(wind: GPUParticles3D, snow: GPUParticles3D,
fireflies: GPUParticles3D, rain: GPUParticles3D, ray: PackedScene,
dust: ColorRect, blurr: ColorRect, envshadows: MeshInstance3D,
dust: ColorRect, blurr: ColorRect, thefog: Node3D, envshadows: MeshInstance3D,
thesun: DirectionalLight3D, theenvironment: WorldEnvironment, environmentconfig: EnvironmentConfig,
thecamera: Camera3D, thecamerapivot: Node3D, thundersounds: Array[AudioStream], rainsounds: Array[AudioStream]) -> void:
particles_wind = wind
@@ -64,6 +65,7 @@ func _init(wind: GPUParticles3D, snow: GPUParticles3D,
sun = thesun
environment_dust = dust
blur = blurr
fog = thefog
environment_shadows = envshadows
environment = theenvironment
environment_config = environmentconfig
@@ -87,6 +89,7 @@ func _init(wind: GPUParticles3D, snow: GPUParticles3D,
toggle_dust(environment_config.enable_dust)
toggle_blur(environment_config.enable_blur)
toggle_fog(environment_config.enable_fog)
#set camera pivot if available
if camera_pivot:
@@ -104,6 +107,7 @@ func _ready() -> void:
UIEvents.toggle_storm.connect(toggle_storm)
UIEvents.toggle_dust.connect(toggle_dust)
UIEvents.toggle_blur.connect(toggle_blur)
UIEvents.toggle_fog.connect(toggle_fog)
UIEvents.toggle_shadows.connect(toggle_shadows)
_emit_weather_event_label()
@@ -125,6 +129,7 @@ func _process(delta: float) -> void:
var base_grad_top: Color
var base_grad_bot: Color
var base_grad_intensity: float
var base_water_color: Color
var base_rotation_sun: Vector3
if is_raining:
@@ -152,6 +157,7 @@ func _process(delta: float) -> void:
base_grad_top = environment_config.grad_top_morning.lerp(environment_config.grad_top_afternoon, t)
base_grad_bot = environment_config.grad_top_morning.lerp(environment_config.grad_bot_afternoon, t)
base_grad_intensity = lerp(environment_config.grad_intensity_morning, environment_config.grad_intensity_afternoon, t)
base_water_color = environment_config.water_color_morning.lerp(environment_config.water_color_afternoon, t)
base_rotation_sun = environment_config.sun_rotation_morning.lerp(environment_config.sun_rotation_afternoon, t)
else:
var t = day_time - 2.0
@@ -165,6 +171,7 @@ func _process(delta: float) -> void:
base_grad_top = environment_config.grad_top_afternoon.lerp(environment_config.grad_top_night, t)
base_grad_bot = environment_config.grad_bot_afternoon.lerp(environment_config.grad_bot_night, t)
base_grad_intensity = lerp(environment_config.grad_intensity_afternoon, environment_config.grad_intensity_night, t)
base_water_color = environment_config.water_color_afternoon.lerp(environment_config.water_color_night, t)
base_rotation_sun = environment_config.sun_rotation_afternoon.lerp(environment_config.sun_rotation_night, t)
var weather_color = environment_config.rain_mode_color
@@ -176,6 +183,7 @@ func _process(delta: float) -> void:
var final_sky_horizon = base_sky_horizon.lerp(base_sky_horizon * weather_color, clamp(rain_intensity, 0.0, 1.0))
var final_fog_color = base_fog_color.lerp(base_fog_color * weather_color, clamp(rain_intensity, 0.0, 1.0))
var final_fog_density = lerp(base_fog_density, base_fog_density * 4.0, clamp(rain_intensity, 0.0, 1.0))
var final_water_color = base_water_color.darkened(clamp(environment_config.water_darkening_rain, 0.0, 1.0) * clamp(rain_intensity, 0.0, 1.0))
final_tint = final_tint.lerp(final_tint * environment_config.snow_mode_color, actual_snow_amount)
final_sky_top = final_sky_top.lerp(final_sky_top * environment_config.snow_mode_color, actual_snow_amount)
@@ -189,6 +197,7 @@ func _process(delta: float) -> void:
RenderingServer.global_shader_parameter_set("global_gradient_color_top", final_grad_top)
RenderingServer.global_shader_parameter_set("global_gradient_color_bot", final_grad_bot)
RenderingServer.global_shader_parameter_set("global_gradient_intensity", base_grad_intensity)
RenderingServer.global_shader_parameter_set("global_water_color", final_water_color)
var night_val = clamp(day_time - 2.0, 0.0, 1.0)
@@ -268,6 +277,23 @@ func _get_weather_anchor_position() -> Variant:
return camera.global_position
return null
func _get_weather_anchor_basis() -> Variant:
var source_basis: Basis
if camera_pivot and is_instance_valid(camera_pivot):
source_basis = camera_pivot.global_basis
elif camera and is_instance_valid(camera):
source_basis = camera.global_basis
else:
return null
var forward := -source_basis.z
forward.y = 0.0
if forward.length_squared() <= 0.0001:
return Basis.IDENTITY
forward = forward.normalized()
var right := forward.cross(Vector3.UP).normalized()
return Basis(right, Vector3.UP, -forward)
func _follow_camera() -> void:
var cam_pos = _get_weather_anchor_position()
if cam_pos == null:
@@ -280,6 +306,12 @@ func _follow_camera() -> void:
particles_wind.global_position = Vector3(cam_pos.x, cam_pos.y, cam_pos.z)
if particles_fireflies:
particles_fireflies.global_position = Vector3(cam_pos.x, particles_fireflies.position.y, cam_pos.z)
if fog:
fog.global_position = Vector3(cam_pos.x, fog.global_position.y, cam_pos.z)
#used to follow camera pivot or camera
var anchor_basis = _get_weather_anchor_basis()
if anchor_basis != null:
fog.global_basis = anchor_basis
#endregion
#region Fireflies
@@ -769,7 +801,7 @@ func init_snow(value: float = 0.0):
RenderingServer.global_shader_parameter_set("global_snow_accumulation_speed", environment_config.snow_accumulation_speed)
RenderingServer.global_shader_parameter_set("global_snow_melt_speed", environment_config.snow_melt_speed)
RenderingServer.global_shader_parameter_set("global_snow_max_accumulation", environment_config.snow_max_accumulation)
RenderingServer.global_shader_parameter_set("global_snow_cap_enabled", 1.0 if environment_config.show_snow_accumulation_volume else 0.0)
RenderingServer.global_shader_parameter_set("global_snow_cap_enabled", environment_config.show_snow_accumulation_volume)
RenderingServer.global_shader_parameter_set("global_snow_cap_height", environment_config.snow_cap_height)
RenderingServer.global_shader_parameter_set("global_snow_cap_flatness_start", environment_config.snow_cap_flatness_start)
RenderingServer.global_shader_parameter_set("global_snow_cap_flatness_end", environment_config.snow_cap_flatness_end)
@@ -804,6 +836,10 @@ func toggle_blur(value: bool) -> void:
ApplyPostProcessBlurConfig()
func toggle_fog(value: bool) -> void:
if fog:
fog.visible = value
func toggle_shadows(value: bool) -> void:
if environment_shadows:
environment_shadows.visible = value

View File

@@ -6,10 +6,11 @@ global uniform float global_snow_start_time = -1.0;
global uniform float global_snow_accumulation_speed = 0.1;
global uniform float global_snow_melt_time = -1.0;
global uniform float global_snow_melt_speed = 0.1;
global uniform float global_snow_amount = 0.0;
global uniform float global_snow_threshold = 0.5;
global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0);
global uniform float global_snow_max_accumulation = 0.72;
global uniform float global_snow_cap_enabled = 1.0;
global uniform bool global_snow_cap_enabled = true;
global uniform float global_snow_cap_height = 0.06;
global uniform float global_snow_cap_flatness_start = 0.72;
global uniform float global_snow_cap_flatness_end = 0.96;
@@ -70,16 +71,22 @@ float fbm(vec2 p) {
return clamp(value, 0.0, 1.0);
}
float get_snow_amount() {
float snow_amount = 0.0;
if (global_snow_start_time >= 0.0) {
snow_amount = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
float get_snow_progress() {
bool has_snow_timeline = global_snow_start_time >= 0.0 || global_snow_melt_time >= 0.0;
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
if (has_snow_timeline) {
snow_progress = 0.0;
if (global_snow_start_time >= 0.0) {
snow_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
}
if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_progress *= (1.0 - melt);
}
}
if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_amount *= (1.0 - melt);
}
return snow_amount * global_snow_max_accumulation;
return snow_progress;
}
float ripple_ring(vec2 uv, float time_offset) {
@@ -90,24 +97,24 @@ float ripple_ring(vec2 uv, float time_offset) {
}
void vertex() {
float snow_amount = get_snow_amount();
float snow_progress = get_snow_progress();
float snow_accumulation = snow_progress * global_snow_max_accumulation;
vec3 world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
vec3 world_normal = normalize((MODEL_MATRIX * vec4(NORMAL, 0.0)).xyz);
float snow_cap_enabled = step(0.5, global_snow_cap_enabled);
float flat_surface = smoothstep(
max(global_snow_threshold, global_snow_cap_flatness_start),
global_snow_cap_flatness_end,
world_normal.y
);
float accumulation_growth = smoothstep(0.08, 0.65, snow_amount);
float accumulation_growth = smoothstep(0.08, 0.65, snow_progress);
float cap_noise = fbm(world_pos.xz * global_snow_cap_noise_scale + vec2(11.3, 4.7));
float cap_variation = mix(1.0 - global_snow_cap_noise_strength, 1.0 + global_snow_cap_noise_strength, cap_noise);
v_snow_amount = snow_amount;
v_snow_cap_mask = flat_surface * accumulation_growth * cap_variation * snow_cap_enabled;
v_snow_amount = snow_progress;
v_snow_cap_mask = flat_surface * accumulation_growth * cap_variation * (global_snow_cap_enabled ? 1.0 : 0.0);
VERTEX += NORMAL * (global_snow_cap_height * snow_amount * v_snow_cap_mask);
VERTEX += NORMAL * (global_snow_cap_height * snow_accumulation * v_snow_cap_mask);
}
void fragment() {
@@ -117,16 +124,17 @@ void fragment() {
float noise_val = texture(noise_texture, world_pos.xz * snow_noise_scale).r;
//Snow
float snow_amount = v_snow_amount;
float snow_progress = v_snow_amount;
float snow_accumulation = snow_progress * global_snow_max_accumulation;
float snow_edge = smoothstep(
global_snow_threshold - snow_edge_softness,
global_snow_threshold + snow_edge_softness,
facing_up + (noise_val - 0.5) * 0.4
);
float flat_accumulation = smoothstep(0.0, 0.35, v_snow_cap_mask) * snow_amount;
float snow_coverage = smoothstep(0.0, 0.6, noise_val + snow_amount - 0.4 + flat_accumulation * 0.25);
float snow_factor = max(snow_edge * snow_coverage * snow_amount, flat_accumulation);
float flat_accumulation = smoothstep(0.0, 0.35, v_snow_cap_mask) * snow_accumulation;
float snow_coverage = smoothstep(0.0, 0.6, noise_val + snow_progress - 0.4 + flat_accumulation * 0.25);
float snow_factor = max(snow_edge * snow_coverage * snow_progress, flat_accumulation);
float snow_opacity = smoothstep(0.04, 0.28, snow_factor);
snow_opacity = max(snow_opacity, flat_accumulation * 0.9);

View File

@@ -5,3 +5,17 @@
[resource]
render_priority = 0
shader = ExtResource("1_weather")
shader_parameter/snow_noise_scale = 0.15
shader_parameter/snow_edge_softness = 0.2
shader_parameter/snow_roughness_variation = 0.15
shader_parameter/snow_color_variation = 0.05
shader_parameter/ripple_scale = 1.5
shader_parameter/ripple_speed = 2.0
shader_parameter/ripple_layers = 3.0
shader_parameter/streak_scale = 2.0
shader_parameter/streak_speed = 0.8
shader_parameter/wetness_darkening = 0.25
shader_parameter/wet_roughness = 0.05
shader_parameter/rain_normal_strength = 0.4
shader_parameter/puddle_noise_scale = 0.08
shader_parameter/puddle_threshold = 0.45

View File

@@ -1,7 +1,21 @@
[gd_resource type="ShaderMaterial" format=3]
[gd_resource type="ShaderMaterial" format=3 uid="uid://b34bnqbrtxktw"]
[ext_resource type="Shader" path="res://core/daynight/weather_plain_shader.gdshader" id="1_weather_plain"]
[ext_resource type="Shader" uid="uid://do8puw7u8dvry" path="res://core/daynight/weather_plain_shader.gdshader" id="1_weather_plain"]
[ext_resource type="Texture2D" uid="uid://bpswbjh4jj1ou" path="res://core/daynight/noise.tres" id="2_noise"]
[resource]
render_priority = 0
shader = ExtResource("1_weather_plain")
shader_parameter/snow_edge_softness = 0.15
shader_parameter/snow_color_variation = 0.05
shader_parameter/ripple_scale = 1.5
shader_parameter/ripple_speed = 2.0
shader_parameter/ripple_layers = 3.0
shader_parameter/streak_scale = 2.0
shader_parameter/streak_speed = 0.8
shader_parameter/wetness_darkening = 0.25
shader_parameter/wet_roughness = 0.05
shader_parameter/rain_normal_strength = 0.4
shader_parameter/puddle_noise_scale = 0.08
shader_parameter/puddle_threshold = 0.45
shader_parameter/noise_texture = ExtResource("2_noise")

View File

@@ -1,31 +1,26 @@
shader_type spatial;
render_mode unshaded;
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;
// --- PARAMETRI ---
uniform float time_scale = 3.0;
uniform float wave_amplitude = 0.5; // Quanto curva a destra/sinistra
uniform float wave_frequency = 1.0; // Ogni quanto fa la curva
void vertex() {
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;
// Creiamo un offset unico per ogni particella in modo che non si muovano tutte uguali
float random_seed_offset = INSTANCE_CUSTOM.x * 100.0;
float scaled_time = (TIME + random_seed_offset) * time_scale;
// Applichiamo SOLO la curva morbida all'asse X (o Z, a seconda di come orienti la scena)
// Usiamo VERTEX.y per far sì che la curva si propaghi lungo tutta la lunghezza della scia
VERTEX.x += sin(VERTEX.y * wave_frequency + scaled_time) * wave_amplitude;
// Niente più "VERTEX.y += t;", quindi niente più teletrasporti!
}
void fragment() {
// Il colore e l'alpha (per lo spawn dolce e la morte lenta)
// vengono comandati dalla Color Ramp del GPUParticles3D!
ALBEDO = COLOR.rgb;
ALPHA = COLOR.a;
}

View File

@@ -81,8 +81,9 @@ extends Resource
#Post-process effect toggles (initial values)
@export_group("Post Process")
@export var enable_dust: bool = false #Floating dust particles overlay
@export var enable_blur: bool = false #Screen blur effect
@export var enable_blur: bool = true #Screen blur effect
@export var enable_environment_shadows: bool = true #Cloud shadow projection on terrain
@export var enable_fog: bool = false #Enable fog around the train
@export var blur_amount: float = 0.6
@export_group("Dust")
@@ -176,3 +177,10 @@ extends Resource
@export var fireflies_amount: int = 60 #Number of firefly particles
@export var fireflies_spawn_ray: float = 20.0 #Horizontal spawn radius
@export var fireflies_spawn_height: float = 3.0 #Vertical spawn range
#Water settings
@export_group("Water")
@export var water_color_morning: Color = Color(0.285, 0.534, 0.487, 1.0) #Tint for morning
@export var water_color_afternoon: Color = Color(0.889, 0.733, 0.205, 1.0) #Tint for afternoon (sunset)
@export var water_color_night: Color = Color(0.728, 0.54, 0.986, 1.0); #Tint for night
@export var water_darkening_rain: float = 0.7 #Percentage of darkening when is rainy

View File

@@ -27,6 +27,8 @@ signal toggle_dust(value: bool)
signal toggle_blur(value: bool)
@warning_ignore("unused_signal")
signal toggle_shadows(value: bool)
@warning_ignore("unused_signal")
signal toggle_fog(value: bool)
#day cycle signals
@warning_ignore("unused_signal")

File diff suppressed because one or more lines are too long

View File

@@ -96,3 +96,6 @@ func _on_day_time_option_changed(index: int) -> void:
func _on_option_button_item_selected(index: int) -> void:
UIEvents.time_option_item_changed.emit(index)
func _on_fog_toggled(toggled_on: bool) -> void:
UIEvents.toggle_fog.emit(toggled_on)

View File

@@ -206,9 +206,9 @@ text = "Fireflies"
[node name="RandomWeather" type="Button" parent="Control" unique_id=1114190563]
layout_mode = 0
offset_left = 24.0
offset_top = 121.0
offset_right = 169.0
offset_bottom = 152.0
offset_top = 157.0
offset_right = 207.0
offset_bottom = 188.0
theme_override_colors/font_color = Color(1, 1, 1, 1)
theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
@@ -244,9 +244,9 @@ text = "Storm"
[node name="DayTimeLabel" type="Label" parent="Control" unique_id=1673596218]
layout_mode = 0
offset_left = 26.0
offset_top = 170.0
offset_top = 211.0
offset_right = 360.0
offset_bottom = 193.0
offset_bottom = 234.0
theme_override_colors/font_color = Color(1, 1, 1, 1)
theme_override_colors/font_outline_color = Color(1, 1, 1, 1)
text = "Time 00:00"
@@ -254,18 +254,18 @@ text = "Time 00:00"
[node name="DayTimeSlider" type="HSlider" parent="Control" unique_id=530788076]
layout_mode = 0
offset_left = 26.0
offset_top = 194.0
offset_top = 235.0
offset_right = 205.0
offset_bottom = 210.0
offset_bottom = 251.0
max_value = 1.0
step = 0.01
[node name="DayTimeOptions" type="OptionButton" parent="Control" unique_id=1354705309]
layout_mode = 0
offset_left = 25.0
offset_top = 217.0
offset_top = 258.0
offset_right = 136.0
offset_bottom = 248.0
offset_bottom = 289.0
selected = 1
item_count = 4
popup/item_0/text = "Sunrise"
@@ -280,9 +280,9 @@ popup/item_3/id = 4
[node name="Dust" type="CheckButton" parent="Control" unique_id=2023312048]
layout_mode = 0
offset_left = 21.0
offset_top = 252.0
offset_top = 293.0
offset_right = 150.0
offset_bottom = 283.0
offset_bottom = 324.0
theme_override_colors/font_color = Color(1, 1, 1, 1)
theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
@@ -295,9 +295,9 @@ text = "Dust"
[node name="Blur" type="CheckButton" parent="Control" unique_id=1758807681]
layout_mode = 0
offset_left = 21.0
offset_top = 280.0
offset_top = 321.0
offset_right = 150.0
offset_bottom = 311.0
offset_bottom = 352.0
theme_override_colors/font_color = Color(1, 1, 1, 1)
theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
@@ -310,9 +310,9 @@ text = "Blur"
[node name="Pause" type="CheckButton" parent="Control" unique_id=156986934]
layout_mode = 0
offset_left = 212.0
offset_top = 186.0
offset_top = 227.0
offset_right = 307.0
offset_bottom = 217.0
offset_bottom = 258.0
theme_override_colors/font_color = Color(1, 1, 1, 1)
theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
@@ -324,9 +324,9 @@ text = "Pause"
[node name="Shadows" type="CheckButton" parent="Control" unique_id=1751516495]
layout_mode = 0
offset_left = 21.0
offset_top = 304.0
offset_top = 345.0
offset_right = 150.0
offset_bottom = 335.0
offset_bottom = 376.0
theme_override_colors/font_color = Color(1, 1, 1, 1)
theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
@@ -345,6 +345,20 @@ offset_bottom = 90.0
max_value = 1.0
step = 0.01
[node name="Fog" type="CheckButton" parent="Control" unique_id=24312462]
layout_mode = 0
offset_left = 20.0
offset_top = 118.0
offset_right = 110.0
offset_bottom = 149.0
theme_override_colors/font_color = Color(1, 1, 1, 1)
theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
theme_override_colors/font_hover_color = Color(1, 1, 1, 1)
theme_override_colors/font_hover_pressed_color = Color(1, 1, 1, 1)
theme_override_colors/font_outline_color = Color(1, 1, 1, 1)
text = "Fog"
[node name="Scene" type="Node" parent="." unique_id=701973010]
[node name="chunk_country_corner_01" parent="Scene" unique_id=200417581 instance=ExtResource("14_iu8wf")]
@@ -389,6 +403,7 @@ transform = Transform3D(-0.85, 0, -1.2834644e-07, 0, 0.85, 0, 1.2834644e-07, 0,
[connection signal="toggled" from="Control/Pause" to="Control" method="_on_pause_toggled"]
[connection signal="toggled" from="Control/Shadows" to="Control" method="_on_shadows_toggled"]
[connection signal="value_changed" from="Control/WindSlider" to="Control" method="_on_wind_slider_value_changed"]
[connection signal="toggled" from="Control/Fog" to="Control" method="_on_fog_toggled"]
[editable path="Scene/chunk_country_cross3_02/PaloLuce"]
[editable path="Scene/chunk_country_end_01/PaloLuce2"]

View File

@@ -11,8 +11,9 @@ config_version=5
[application]
config/name="tgcc"
run/main_scene="uid://cae0mnf353dy3"
run/main_scene="uid://38qpxwbpvd28"
config/features=PackedStringArray("4.6", "Forward Plus")
run/max_fps=60
config/icon="uid://bfar1kk3pgq8f"
[autoload]
@@ -23,6 +24,7 @@ UIEvents="*uid://dehu28iq27mbn"
window/size/viewport_width=1920
window/size/viewport_height=1080
window/size/mode=3
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
@@ -140,3 +142,7 @@ global_snow_cap_enabled={
"type": "bool",
"value": false
}
global_water_color={
"type": "color",
"value": Color(0, 0, 0, 1)
}

View File

@@ -110,7 +110,7 @@ surface_material_override/1 = ExtResource("4_w66q1")
surface_material_override/0 = ExtResource("4_w66q1")
surface_material_override/1 = ExtResource("6_333a0")
[node name="MSH_Staccioanta_1_001" parent="." index="8" unique_id=2137478487]
[node name="MSH_Staccioanta_1_001" parent="." index="8" unique_id=2137478487 groups=["weather_node"]]
surface_material_override/0 = ExtResource("7_333a0")
[node name="Palo_001" parent="." index="9" unique_id=1395117968]

View File

@@ -60,7 +60,7 @@ surface_material_override/1 = ExtResource("2_6ig2p")
[node name="Grass_009" parent="." index="1" unique_id=629886419]
surface_material_override/0 = ExtResource("2_6ig2p")
[node name="MSH_Staccioanta_1_009" parent="." index="2" unique_id=802806256]
[node name="MSH_Staccioanta_1_009" parent="." index="2" unique_id=802806256 groups=["weather_node"]]
surface_material_override/0 = ExtResource("3_wjrum")
[node name="Strada_007" parent="." index="3" unique_id=1200357449 groups=["weather_node"]]

View File

@@ -104,7 +104,7 @@ surface_material_override/1 = ExtResource("7_0r8cm")
surface_material_override/0 = ExtResource("7_0r8cm")
surface_material_override/1 = ExtResource("6_pjysl")
[node name="MSH_Staccioanta_1_005" parent="." index="9" unique_id=1042751383]
[node name="MSH_Staccioanta_1_005" parent="." index="9" unique_id=1042751383 groups=["weather_node"]]
surface_material_override/0 = ExtResource("8_hmdr4")
[node name="PaliLuci_002" parent="." index="10" unique_id=1504995410]

View File

@@ -35,13 +35,13 @@ size = Vector3(20, 10, 20)
[node name="chunk_railway_straight" unique_id=1509029322 instance=ExtResource("1_koika")]
[node name="Chunk_001" parent="." index="0" unique_id=1122765659]
[node name="Chunk_001" parent="." index="0" unique_id=1290410887 groups=["weather_node", "wind_node"]]
surface_material_override/0 = ExtResource("1_bdsfm")
[node name="Chunk_020" parent="." index="1" unique_id=467050080]
[node name="Chunk_020" parent="." index="1" unique_id=107670766]
surface_material_override/0 = ExtResource("2_1yd65")
[node name="Cube_159" parent="." index="2" unique_id=1552861257]
[node name="Cube_159" parent="." index="2" unique_id=334311805 groups=["weather_node"]]
surface_material_override/0 = ExtResource("3_dldiy")
surface_material_override/1 = ExtResource("4_5cqaj")