4 Commits

Author SHA1 Message Date
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
20 changed files with 680 additions and 81 deletions

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
@@ -201,6 +249,22 @@ shader_parameter/fade_end = 800.000035625
shader_parameter/height_fade_start = 10.0
shader_parameter/height_fade_end = 50.0
[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")]
script = ExtResource("1_wecen")
environment_config = SubResource("Resource_r4tfj")
@@ -222,9 +286,10 @@ 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 +336,15 @@ 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, -67, 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, 67, 14, 0)
mesh = SubResource("QuadMesh_yn8v8")
surface_material_override/0 = SubResource("ShaderMaterial_sxgg7")

View File

@@ -28,6 +28,7 @@ const WEATHER_PLAIN_SHADER: Material = preload("res://core/daynight/weather_plai
#environment nodes
@onready var sun: DirectionalLight3D = $"../DirectionalLight3D"
@onready var environment: WorldEnvironment = $"../WorldEnvironment"
@onready var fog_node: Node3D = $Fog
var day_night_controller: DayNightController
var weather_controller: WeatherController
@@ -39,6 +40,7 @@ func _ready() -> void:
#connect shader when new node is added
get_tree().node_added.connect(_on_tree_node_added)
UIEvents.toggle_fog.connect(toggle_fog)
#set noise texture 2d to materials in special group
ApplyWindNoiseToMaterials()
@@ -158,3 +160,7 @@ func select_day_time(normalized_time: float) -> void:
if weather_controller:
weather_controller.day_time = day_time
func toggle_fog(value: bool) -> void:
if fog_node:
fog_node.visible = value

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

@@ -125,6 +125,7 @@ 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 +153,7 @@ 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 +167,7 @@ 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 +179,7 @@ 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 +193,7 @@ 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)
@@ -769,7 +774,7 @@ 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)

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 = true #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")