Compare commits
64 Commits
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vagon
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13
.idea/.gitignore
generated
vendored
Normal file
@@ -0,0 +1,13 @@
|
||||
# Default ignored files
|
||||
/shelf/
|
||||
/workspace.xml
|
||||
# Rider ignored files
|
||||
/contentModel.xml
|
||||
/modules.xml
|
||||
/projectSettingsUpdater.xml
|
||||
/.idea.tgcc.iml
|
||||
# Editor-based HTTP Client requests
|
||||
/httpRequests/
|
||||
# Datasource local storage ignored files
|
||||
/dataSources/
|
||||
/dataSources.local.xml
|
||||
4
.idea/encodings.xml
generated
Normal file
@@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
|
||||
</project>
|
||||
8
.idea/indexLayout.xml
generated
Normal file
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="UserContentModel">
|
||||
<attachedFolders />
|
||||
<explicitIncludes />
|
||||
<explicitExcludes />
|
||||
</component>
|
||||
</project>
|
||||
6
.idea/vcs.xml
generated
Normal file
@@ -0,0 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="VcsDirectoryMappings">
|
||||
<mapping directory="" vcs="Git" />
|
||||
</component>
|
||||
</project>
|
||||
58
core/ai/agents/base/ai_base.gd
Normal file
@@ -0,0 +1,58 @@
|
||||
extends CharacterBody3D
|
||||
|
||||
class_name AIBase
|
||||
|
||||
@export_group("Movement")
|
||||
@export var speed: float = 4.0
|
||||
var _enable_state_machine: bool = true
|
||||
@export var enable_state_machine: bool:
|
||||
set(value):
|
||||
_enable_state_machine = value
|
||||
toggle_enable_state_machine()
|
||||
get:
|
||||
return _enable_state_machine
|
||||
|
||||
@onready var patrol_radius_shape: CollisionShape3D = $%PatrolRadiusShape
|
||||
@onready var nav_agent: NavigationAgent3D = $%NavigationAgent3D
|
||||
@onready var state_machine: StateMachine = $%StateMachine
|
||||
|
||||
@export_group("Entities")
|
||||
enum EntityType { HUMANOID, ANIMAL }
|
||||
@export var entity_type: EntityType = EntityType.HUMANOID
|
||||
@export var entity_name: String = ""
|
||||
@export var allowed_biomes: Array[String] = []
|
||||
@export_range(0.0, 100.0, 0.1) var spawn_uniqueness: float = 1.0
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
randomize()
|
||||
toggle_enable_state_machine()
|
||||
|
||||
func toggle_enable_state_machine() -> void:
|
||||
state_machine.enable = _enable_state_machine
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
if !_enable_state_machine:
|
||||
return
|
||||
|
||||
state_machine.physics_process(delta)
|
||||
|
||||
if nav_agent.is_navigation_finished():
|
||||
velocity = Vector3.ZERO
|
||||
move_and_slide()
|
||||
return
|
||||
|
||||
var next_point = nav_agent.get_next_path_position()
|
||||
var direction = global_position.direction_to(next_point)
|
||||
|
||||
velocity.x = direction.x * speed
|
||||
velocity.z = direction.z * speed
|
||||
|
||||
move_and_slide()
|
||||
|
||||
func navigate_to_random_point() -> void:
|
||||
var nav_map_rid = get_world_3d().get_navigation_map()
|
||||
var patrol_radius = patrol_radius_shape.shape.radius
|
||||
var target_point_in_space = global_position + Vector3(randf_range(-1, 1), 0, randf_range(-1, 1)).normalized() * randf_range(0, patrol_radius)
|
||||
var closest_valid_point = NavigationServer3D.map_get_closest_point(nav_map_rid, target_point_in_space)
|
||||
nav_agent.target_position = closest_valid_point
|
||||
1
core/ai/agents/base/ai_base.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://b30p1yqojbbbk
|
||||
45
core/ai/agents/base/ai_base.tscn
Normal file
@@ -0,0 +1,45 @@
|
||||
[gd_scene format=3 uid="uid://clx701xdwelgx"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://b30p1yqojbbbk" path="res://core/ai/agents/base/ai_base.gd" id="1_4d1nn"]
|
||||
[ext_resource type="Script" uid="uid://ps3vlu2qvmop" path="res://core/ai/framework/state_machine.gd" id="2_q1hg3"]
|
||||
[ext_resource type="Script" uid="uid://nga8qx56iwgu" path="res://core/ai/agents/base/idle_state.gd" id="3_26faq"]
|
||||
[ext_resource type="Script" uid="uid://bngfthvt04ivv" path="res://core/ai/agents/base/patrol_state.gd" id="4_lim44"]
|
||||
|
||||
[sub_resource type="CapsuleMesh" id="CapsuleMesh_mh3lg"]
|
||||
|
||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_mh3lg"]
|
||||
|
||||
[sub_resource type="SphereShape3D" id="SphereShape3D_lim44"]
|
||||
radius = 20.0
|
||||
|
||||
[node name="AiBase" type="CharacterBody3D" unique_id=1228675528]
|
||||
script = ExtResource("1_4d1nn")
|
||||
entity_name = "Humanoid"
|
||||
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="." unique_id=214482161]
|
||||
mesh = SubResource("CapsuleMesh_mh3lg")
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=92811823]
|
||||
shape = SubResource("CapsuleShape3D_mh3lg")
|
||||
|
||||
[node name="NavigationAgent3D" type="NavigationAgent3D" parent="." unique_id=1370024449]
|
||||
unique_name_in_owner = true
|
||||
|
||||
[node name="StateMachine" type="Node" parent="." unique_id=1286404264 node_paths=PackedStringArray("initial_state")]
|
||||
unique_name_in_owner = true
|
||||
script = ExtResource("2_q1hg3")
|
||||
initial_state = NodePath("IdleState")
|
||||
|
||||
[node name="IdleState" type="Node" parent="StateMachine" unique_id=763668255]
|
||||
script = ExtResource("3_26faq")
|
||||
state_id = &"idle"
|
||||
|
||||
[node name="PatrolState" type="Node" parent="StateMachine" unique_id=2054606629]
|
||||
script = ExtResource("4_lim44")
|
||||
state_id = &"patrol"
|
||||
|
||||
[node name="PatrolRadiusShape" type="CollisionShape3D" parent="." unique_id=1379515938]
|
||||
unique_name_in_owner = true
|
||||
shape = SubResource("SphereShape3D_lim44")
|
||||
disabled = true
|
||||
debug_color = Color(1, 1, 0, 1)
|
||||
26
core/ai/agents/base/idle_state.gd
Normal file
@@ -0,0 +1,26 @@
|
||||
extends State
|
||||
|
||||
const PATROL_STATE_ID: StringName = &"patrol"
|
||||
|
||||
@export var wait_time: float = 3.0
|
||||
|
||||
var runtime_timer: Timer
|
||||
|
||||
func enter() -> void:
|
||||
runtime_timer = Timer.new()
|
||||
runtime_timer.name = "IdleTimer"
|
||||
add_child(runtime_timer)
|
||||
runtime_timer.one_shot = true
|
||||
runtime_timer.timeout.connect(_on_timer_timeout)
|
||||
runtime_timer.start(wait_time)
|
||||
|
||||
func exit() -> void:
|
||||
if runtime_timer:
|
||||
if runtime_timer.is_connected("timeout", _on_timer_timeout):
|
||||
runtime_timer.timeout.disconnect(_on_timer_timeout)
|
||||
|
||||
runtime_timer.queue_free()
|
||||
runtime_timer = null
|
||||
|
||||
func _on_timer_timeout() -> void:
|
||||
transitioned.emit(self, PATROL_STATE_ID)
|
||||
1
core/ai/agents/base/idle_state.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://nga8qx56iwgu
|
||||
12
core/ai/agents/base/patrol_state.gd
Normal file
@@ -0,0 +1,12 @@
|
||||
extends State
|
||||
|
||||
const IDLE_STATE_ID: StringName = &"idle"
|
||||
|
||||
@onready var agent: AIBase = owner
|
||||
|
||||
func enter() -> void:
|
||||
agent.navigate_to_random_point()
|
||||
|
||||
func physics_update(_delta) -> void:
|
||||
if agent.nav_agent.is_navigation_finished():
|
||||
transitioned.emit(self, IDLE_STATE_ID)
|
||||
1
core/ai/agents/base/patrol_state.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bngfthvt04ivv
|
||||
20
core/ai/framework/state.gd
Normal file
@@ -0,0 +1,20 @@
|
||||
extends Node
|
||||
|
||||
class_name State
|
||||
|
||||
@export var state_id: StringName = &""
|
||||
|
||||
@warning_ignore("unused_signal")
|
||||
signal transitioned(state: State, new_state_id: StringName)
|
||||
|
||||
func enter() -> void:
|
||||
pass
|
||||
|
||||
func exit() -> void:
|
||||
pass
|
||||
|
||||
func update(_delta) -> void:
|
||||
pass
|
||||
|
||||
func physics_update(_delta) -> void:
|
||||
pass
|
||||
1
core/ai/framework/state.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dpso7abi5ftyw
|
||||
61
core/ai/framework/state_machine.gd
Normal file
@@ -0,0 +1,61 @@
|
||||
extends Node
|
||||
|
||||
class_name StateMachine
|
||||
|
||||
@export var initial_state: State
|
||||
|
||||
var current_state: State
|
||||
var states: Dictionary[StringName, State] = {}
|
||||
var is_initialized: bool = false
|
||||
var _enabled: bool = true
|
||||
var enable: bool:
|
||||
set(value):
|
||||
_enabled = value
|
||||
_set_enabled(value)
|
||||
get:
|
||||
return _enabled
|
||||
|
||||
func _ready() -> void:
|
||||
_initialize_states()
|
||||
_set_enabled(enable)
|
||||
|
||||
func _initialize_states() -> void:
|
||||
if is_initialized:
|
||||
return
|
||||
|
||||
for state in get_children():
|
||||
if state is State:
|
||||
states[state.state_id] = state
|
||||
state.transitioned.connect(_on_state_transition)
|
||||
|
||||
is_initialized = true
|
||||
|
||||
func _set_enabled(value: bool) -> void:
|
||||
_enabled = value
|
||||
|
||||
if not _enabled:
|
||||
return
|
||||
|
||||
_initialize_states()
|
||||
|
||||
if initial_state and current_state == null:
|
||||
current_state = initial_state
|
||||
current_state.enter()
|
||||
|
||||
func physics_process(delta) -> void:
|
||||
if current_state and _enabled:
|
||||
current_state.physics_update(delta)
|
||||
|
||||
func _on_state_transition(state: State, new_state_id: StringName) -> void:
|
||||
if state != current_state:
|
||||
return
|
||||
|
||||
var new_state = states.get(new_state_id)
|
||||
if not new_state:
|
||||
return
|
||||
|
||||
if current_state:
|
||||
current_state.exit()
|
||||
|
||||
current_state = new_state
|
||||
current_state.enter()
|
||||
1
core/ai/framework/state_machine.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://ps3vlu2qvmop
|
||||
31
core/audio/audio_manager.gd
Normal file
@@ -0,0 +1,31 @@
|
||||
extends Node
|
||||
|
||||
const MIN_VOLUME: float = 0.0
|
||||
const MAX_VOLUME: float = 1.0
|
||||
|
||||
func _ready() -> void:
|
||||
load_save_data()
|
||||
|
||||
func load_save_data() -> void:
|
||||
for bus_name in GameState.save_data.audio_bus_volumes:
|
||||
_apply_audio_bus_volume(bus_name, GameState.save_data.audio_bus_volumes[bus_name])
|
||||
|
||||
func set_audio_bus_volume(bus_name: StringName, linear_value: float) -> void:
|
||||
var normalized_bus_name := str(bus_name)
|
||||
var clamped_value := clampf(linear_value, MIN_VOLUME, MAX_VOLUME)
|
||||
|
||||
GameState.save_data.audio_bus_volumes[normalized_bus_name] = clamped_value
|
||||
_apply_audio_bus_volume(normalized_bus_name, clamped_value)
|
||||
GameState.save_game()
|
||||
|
||||
func get_audio_bus_volume(bus_name: StringName, default_value: float = 1.0) -> float:
|
||||
return float(GameState.save_data.audio_bus_volumes.get(str(bus_name), default_value))
|
||||
|
||||
func _apply_audio_bus_volume(bus_name: String, linear_value: float) -> void:
|
||||
var bus_index := AudioServer.get_bus_index(bus_name)
|
||||
if bus_index == -1:
|
||||
return
|
||||
|
||||
var clamped_value := clampf(linear_value, MIN_VOLUME, MAX_VOLUME)
|
||||
AudioServer.set_bus_volume_db(bus_index, linear_to_db(clamped_value))
|
||||
AudioServer.set_bus_mute(bus_index, is_zero_approx(clamped_value))
|
||||
1
core/audio/audio_manager.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dcttbbavtwtsg
|
||||
@@ -2,7 +2,9 @@
|
||||
|
||||
[ext_resource type="Script" uid="uid://ct2k25kslaxe5" path="res://core/biome_generator/biome_generator.gd" id="1_c7ilo"]
|
||||
[ext_resource type="Material" uid="uid://b8p1sjxisi522" path="res://core/biome_generator/wires.tres" id="2_w42pm"]
|
||||
[ext_resource type="Resource" path="res://core/biome_generator/railway_pool.tres" id="3_railway_pool"]
|
||||
|
||||
[node name="biome_generator" type="Node3D" unique_id=1861369341]
|
||||
script = ExtResource("1_c7ilo")
|
||||
railway_pool = ExtResource("3_railway_pool")
|
||||
lamppost_wire_material = ExtResource("2_w42pm")
|
||||
|
||||
@@ -5,6 +5,7 @@ class_name ChunkInfo
|
||||
|
||||
@export_group("Set Piece Rules (Unique pieces)")
|
||||
@export var exclusive_biome: String = "" # Es: "Forest"
|
||||
@export_range(0, 5, 1) var uniqueness: int = 0 #0=common; 5=unique
|
||||
|
||||
@export_group("Base exit")
|
||||
@export var north: bool = false
|
||||
@@ -12,6 +13,12 @@ class_name ChunkInfo
|
||||
@export var south: bool = false
|
||||
@export var west: bool = false
|
||||
|
||||
@export_group("River exit")
|
||||
@export var river_north: bool = false
|
||||
@export var river_est: bool = false
|
||||
@export var river_south: bool = false
|
||||
@export var river_west: bool = false
|
||||
|
||||
@export_group("Margin heights (level 0, 1, 2)")
|
||||
@export_range(0, 2, 1) var height_north: int = 0
|
||||
@export_range(0, 2, 1) var height_est: int = 0
|
||||
@@ -29,14 +36,17 @@ func _ready() -> void:
|
||||
|
||||
func get_rotated_data(steps_90: int) -> Dictionary:
|
||||
var original_exit = [north, est, south, west]
|
||||
var original_river_exit = [river_north, river_est, river_south, river_west]
|
||||
var original_height = [height_north, height_est, height_south, height_west]
|
||||
|
||||
var calculated_exit = []
|
||||
var calculated_river_exit = []
|
||||
var calculated_height = []
|
||||
|
||||
for i in range(4):
|
||||
var index = (i - steps_90 + 4) % 4
|
||||
calculated_exit.append(original_exit[index])
|
||||
calculated_river_exit.append(original_river_exit[index])
|
||||
calculated_height.append(original_height[index])
|
||||
|
||||
return {
|
||||
@@ -44,6 +54,10 @@ func get_rotated_data(steps_90: int) -> Dictionary:
|
||||
"north": calculated_exit[0], "est": calculated_exit[1],
|
||||
"south": calculated_exit[2], "west": calculated_exit[3]
|
||||
},
|
||||
"river_connections": {
|
||||
"north": calculated_river_exit[0], "est": calculated_river_exit[1],
|
||||
"south": calculated_river_exit[2], "west": calculated_river_exit[3]
|
||||
},
|
||||
"heights": {
|
||||
"north": calculated_height[0], "est": calculated_height[1],
|
||||
"south": calculated_height[2], "west": calculated_height[3]
|
||||
|
||||
9
core/biome_generator/entities_pool.tres
Normal file
@@ -0,0 +1,9 @@
|
||||
[gd_resource type="Resource" script_class="EntityPool" format=3 uid="uid://cmd6s6thq4f7r"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://clx701xdwelgx" path="res://core/ai/agents/base/ai_base.tscn" id="1_0kfj8"]
|
||||
[ext_resource type="Script" uid="uid://53ryr0fsqiq7" path="res://core/biome_generator/entity_pool.gd" id="1_vccp2"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_vccp2")
|
||||
name = "Entity Pool"
|
||||
available_entities = Array[PackedScene]([ExtResource("1_0kfj8")])
|
||||
5
core/biome_generator/entity_pool.gd
Normal file
@@ -0,0 +1,5 @@
|
||||
extends Resource
|
||||
class_name EntityPool
|
||||
|
||||
@export var name: String = "New Entity Pool"
|
||||
@export var available_entities: Array[PackedScene] = []
|
||||
1
core/biome_generator/entity_pool.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://53ryr0fsqiq7
|
||||
8
core/biome_generator/entity_spawn_point.gd
Normal file
@@ -0,0 +1,8 @@
|
||||
extends Marker3D
|
||||
class_name EntitySpawnPoint
|
||||
|
||||
enum AllowedType { ANY, HUMANOID_ONLY, ANIMAL_ONLY }
|
||||
|
||||
@export var allowed_type: AllowedType = AllowedType.ANY
|
||||
@export_range(0.0, 1.0, 0.01) var spawn_chance: float = 1.0
|
||||
@export var random_y_rotation: bool = true
|
||||
1
core/biome_generator/entity_spawn_point.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://c5ercbqy7srx3
|
||||
5
core/biome_generator/prop_info.gd
Normal file
@@ -0,0 +1,5 @@
|
||||
extends Marker3D
|
||||
class_name PropInfo
|
||||
|
||||
@export var available_props: Array[PackedScene]
|
||||
@export_range(0, 5, 1) var uniqueness: int = 0 #0=common; 5=unique
|
||||
1
core/biome_generator/prop_info.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dg6ngy4pmtsyc
|
||||
@@ -1,31 +1,60 @@
|
||||
extends Path3D
|
||||
|
||||
@export_group("Train")
|
||||
##train speed
|
||||
@export var train_speed: float = 6.0
|
||||
##if true the train is in motion
|
||||
@export var is_inmotion: bool = true
|
||||
##the model for the locomotive
|
||||
@export var train_model: PackedScene
|
||||
##array of wagon scenes
|
||||
@export var wagon_pool: Resource
|
||||
##if true the number of wagons is random from 1 to wagon_count
|
||||
@export var wagon_random_number: bool = true
|
||||
##if wagon_random_number = true is used as max wagons
|
||||
@export_range(0, 32, 1, "or_greater") var wagon_count: int = 3
|
||||
##the distance between two wagons
|
||||
@export var wagon_gap: float = 0.4
|
||||
##the scale to calculate the distance of the bounds
|
||||
@export_range(0.1, 2.0, 0.05, "or_greater") var wagon_spacing_scale: float = 0.5
|
||||
##override spacing using this value
|
||||
@export var wagon_spacing_override: float = 0.0
|
||||
##distance of the rail axes
|
||||
@export var axes_distance: float = 3.0
|
||||
##discance between rails
|
||||
@export var rail_distance: float = 1.2
|
||||
##current camera
|
||||
@export var cameras: Node3D
|
||||
##swing of the train during the ran
|
||||
@export_range(0.0, 1.0) var basic_swing: float = 0.1
|
||||
|
||||
@export_group("Rails Bulding")
|
||||
##distance between sleepers of the rails
|
||||
@export var sleepers_distance: float = 1.0
|
||||
##nodel for the sleeper of the rail
|
||||
@export var sleepers_model: PackedScene
|
||||
|
||||
@export_group("Manual Controls")
|
||||
##max speed
|
||||
@export var speed_max: float = 15.0
|
||||
##min speed
|
||||
@export var speed_min: float = -5.0
|
||||
##acceleration
|
||||
@export var manual_acceleration: float = 5.0
|
||||
|
||||
@export_group("Train Stops")
|
||||
##if true the train stop the ran on stops
|
||||
@export var enable_stops: bool = true
|
||||
##time of stop
|
||||
@export var stop_time: float = 4.0
|
||||
##distance when the train start to brake
|
||||
@export var brake_distance: float = 15.0
|
||||
##restart time
|
||||
@export var restart_time: float = 3.0
|
||||
##scene for fireworks
|
||||
@export var fireworks_scene: PackedScene
|
||||
|
||||
var fireworks_colors: Array[Color] = [
|
||||
##array of colors for fireworks
|
||||
@export var fireworks_colors: Array[Color] = [
|
||||
Color(1.0, 0.2, 0.2), # Rosso vivo
|
||||
Color(0.2, 1.0, 0.2), # Verde lime
|
||||
Color(0.3, 0.5, 1.0), # Blu cielo
|
||||
@@ -47,15 +76,119 @@ var next_stop_index: int = 0
|
||||
var stop_multiply: float = 1.0
|
||||
var is_restarting: bool = false
|
||||
var tween_restart: Tween
|
||||
var environment_config: EnvironmentConfig
|
||||
var wagon_instances: Array[Node3D] = []
|
||||
var wagon_progress_offsets: Array[float] = []
|
||||
|
||||
func _ready() -> void:
|
||||
randomize()
|
||||
|
||||
_cache_environment_config()
|
||||
|
||||
if curve != null and curve.get_baked_length() > 0:
|
||||
build_rails()
|
||||
build_train()
|
||||
_plan_stops()
|
||||
_apply_initial_train_start()
|
||||
else:
|
||||
print("WARNING: Draw Path3D for rails!")
|
||||
|
||||
func _cache_environment_config() -> void:
|
||||
var parent_node: Node = get_parent()
|
||||
if parent_node != null:
|
||||
var day_night_node := parent_node.get_node_or_null("DayNight") as EnvironmentManagerRoot
|
||||
if day_night_node != null:
|
||||
environment_config = day_night_node.environment_config
|
||||
return
|
||||
|
||||
var current_scene: Node = get_tree().current_scene
|
||||
if current_scene == null:
|
||||
return
|
||||
|
||||
for child in current_scene.get_children():
|
||||
var environment_manager := child as EnvironmentManagerRoot
|
||||
if environment_manager != null:
|
||||
environment_config = environment_manager.environment_config
|
||||
return
|
||||
|
||||
func _apply_initial_train_start() -> void:
|
||||
if train_instance == null or curve == null:
|
||||
return
|
||||
|
||||
var total_length: float = curve.get_baked_length()
|
||||
if total_length <= 0.0:
|
||||
return
|
||||
|
||||
#start from a random position
|
||||
if environment_config != null and environment_config.train_start_from_random_position:
|
||||
train_progress = randf() * total_length
|
||||
_update_next_stop_index_from_progress()
|
||||
elif environment_config != null and not stop_offset.is_empty():
|
||||
#start from a specific stop
|
||||
var stop_index: int = clampi(environment_config.train_start_stop_index, 0, stop_offset.size() - 1)
|
||||
train_progress = stop_offset[stop_index]
|
||||
_set_next_stop_index_from_current(stop_index)
|
||||
else:
|
||||
train_progress = wrapf(train_progress, 0.0, total_length)
|
||||
_update_next_stop_index_from_progress()
|
||||
|
||||
_snap_train_to_progress()
|
||||
|
||||
func _set_next_stop_index_from_current(current_stop_index: int) -> void:
|
||||
if stop_offset.is_empty():
|
||||
next_stop_index = 0
|
||||
return
|
||||
|
||||
if train_speed >= 0.0:
|
||||
next_stop_index = (current_stop_index + 1) % stop_offset.size()
|
||||
else:
|
||||
next_stop_index = current_stop_index - 1
|
||||
if next_stop_index < 0:
|
||||
next_stop_index = stop_offset.size() - 1
|
||||
|
||||
func _update_next_stop_index_from_progress() -> void:
|
||||
if stop_offset.is_empty():
|
||||
next_stop_index = 0
|
||||
return
|
||||
|
||||
if train_speed >= 0.0:
|
||||
next_stop_index = 0
|
||||
for i in range(stop_offset.size()):
|
||||
if stop_offset[i] > train_progress + 0.001:
|
||||
next_stop_index = i
|
||||
return
|
||||
return
|
||||
|
||||
next_stop_index = stop_offset.size() - 1
|
||||
for i in range(stop_offset.size() - 1, -1, -1):
|
||||
if stop_offset[i] < train_progress - 0.001:
|
||||
next_stop_index = i
|
||||
return
|
||||
|
||||
func _snap_train_to_progress() -> void:
|
||||
if train_instance == null or curve == null:
|
||||
return
|
||||
|
||||
var total_length: float = curve.get_baked_length()
|
||||
if total_length <= 0.0:
|
||||
return
|
||||
|
||||
train_progress = wrapf(train_progress, 0.0, total_length)
|
||||
var center_position: Vector3 = to_global(curve.sample_baked(train_progress, true))
|
||||
var prog_forward: float = wrapf(train_progress + 2.0, 0.0, total_length)
|
||||
var forward_position: Vector3 = to_global(curve.sample_baked(prog_forward, true))
|
||||
|
||||
train_instance.global_position = center_position
|
||||
if center_position.distance_to(forward_position) > 0.01:
|
||||
train_instance.look_at(forward_position, Vector3.UP)
|
||||
train_instance.rotate_y(PI)
|
||||
|
||||
if cameras:
|
||||
cameras.global_position = center_position
|
||||
cameras.global_basis = train_instance.global_basis
|
||||
|
||||
_snap_wagons_to_progress(total_length)
|
||||
|
||||
func build_rails() -> void:
|
||||
var mat_wood = StandardMaterial3D.new()
|
||||
mat_wood.albedo_color = Color(0.35, 0.2, 0.1)
|
||||
@@ -227,6 +360,8 @@ func train_move(delta: float) -> void:
|
||||
cameras.global_position = center_position
|
||||
cameras.global_basis = train_instance.global_basis
|
||||
|
||||
_snap_wagons_to_progress(total_length)
|
||||
|
||||
var real_speed = abs(train_speed * stop_multiply)
|
||||
var speed_factor = clamp(real_speed / max(speed_max, 0.001), 0.0, 1.0)
|
||||
var dir_prev = (center_position - back_position).normalized()
|
||||
@@ -304,6 +439,34 @@ func build_train() -> void:
|
||||
else:
|
||||
build_default_train()
|
||||
|
||||
var wagons = wagon_count
|
||||
if wagon_random_number:
|
||||
wagons = randi_range(1, wagon_count)
|
||||
build_train_wagons(wagons)
|
||||
|
||||
func build_train_wagons(wagon_number: int) -> void:
|
||||
_clear_train_wagons()
|
||||
if wagon_number <= 0 or wagon_pool == null or not "available_wagons" in wagon_pool:
|
||||
return
|
||||
if wagon_pool.available_wagons.is_empty():
|
||||
return
|
||||
|
||||
for i in range(wagon_number):
|
||||
var wagon_scene: PackedScene = wagon_pool.available_wagons.pick_random()
|
||||
if wagon_scene == null:
|
||||
continue
|
||||
|
||||
var wagon: Node3D = wagon_scene.instantiate() as Node3D
|
||||
if wagon == null:
|
||||
push_warning("Wagon scene root must be a Node3D.")
|
||||
continue
|
||||
|
||||
add_child(wagon)
|
||||
wagon_instances.append(wagon)
|
||||
|
||||
_update_wagon_progress_offsets()
|
||||
_snap_wagons_to_progress()
|
||||
|
||||
func build_default_train() -> void:
|
||||
train_instance = Node3D.new()
|
||||
add_child(train_instance)
|
||||
@@ -338,3 +501,118 @@ func build_default_train() -> void:
|
||||
stack.material_override = mat_body
|
||||
stack.position = Vector3(0, 1.2, 1.0)
|
||||
train_instance.add_child(stack)
|
||||
|
||||
func _clear_train_wagons() -> void:
|
||||
for wagon in wagon_instances:
|
||||
if is_instance_valid(wagon):
|
||||
wagon.queue_free()
|
||||
wagon_instances.clear()
|
||||
wagon_progress_offsets.clear()
|
||||
|
||||
func _update_wagon_progress_offsets() -> void:
|
||||
wagon_progress_offsets.clear()
|
||||
if train_instance == null or wagon_instances.is_empty():
|
||||
return
|
||||
|
||||
var train_length: float = _get_vehicle_length(train_instance)
|
||||
var previous_length: float = train_length
|
||||
var accumulated_distance: float = 0.0
|
||||
|
||||
for wagon in wagon_instances:
|
||||
var wagon_length: float = _get_vehicle_length(wagon)
|
||||
accumulated_distance += _get_wagon_spacing(previous_length, wagon_length)
|
||||
wagon_progress_offsets.append(accumulated_distance)
|
||||
previous_length = wagon_length
|
||||
|
||||
func _get_wagon_spacing(previous_length: float, wagon_length: float) -> float:
|
||||
if wagon_spacing_override > 0.0:
|
||||
return wagon_spacing_override + wagon_gap
|
||||
|
||||
var detected_spacing: float = previous_length * 0.5 + wagon_length * 0.5
|
||||
return detected_spacing * wagon_spacing_scale + wagon_gap
|
||||
|
||||
func _snap_wagons_to_progress(total_length: float = 0.0) -> void:
|
||||
if curve == null or wagon_instances.is_empty():
|
||||
return
|
||||
|
||||
if total_length <= 0.0:
|
||||
total_length = curve.get_baked_length()
|
||||
if total_length <= 0.0:
|
||||
return
|
||||
|
||||
var direction: float = 1.0
|
||||
if train_speed < 0.0:
|
||||
direction = -1.0
|
||||
|
||||
for i in range(wagon_instances.size()):
|
||||
var wagon: Node3D = wagon_instances[i]
|
||||
if not is_instance_valid(wagon):
|
||||
continue
|
||||
|
||||
var wagon_offset: float = float(i + 1) * 7.0
|
||||
if i < wagon_progress_offsets.size():
|
||||
wagon_offset = wagon_progress_offsets[i]
|
||||
|
||||
var wagon_progress: float = train_progress - direction * wagon_offset
|
||||
_snap_vehicle_to_progress(wagon, wagon_progress, total_length)
|
||||
|
||||
func _snap_vehicle_to_progress(vehicle: Node3D, progress: float, total_length: float) -> void:
|
||||
var vehicle_progress: float = wrapf(progress, 0.0, total_length)
|
||||
var center_position: Vector3 = to_global(curve.sample_baked(vehicle_progress, true))
|
||||
var prog_forward: float = wrapf(vehicle_progress + 2.0, 0.0, total_length)
|
||||
var forward_position: Vector3 = to_global(curve.sample_baked(prog_forward, true))
|
||||
|
||||
vehicle.global_position = center_position
|
||||
if center_position.distance_to(forward_position) > 0.01:
|
||||
vehicle.look_at(forward_position, Vector3.UP)
|
||||
vehicle.rotate_y(PI)
|
||||
|
||||
func _get_vehicle_length(vehicle: Node3D) -> float:
|
||||
var bounds: AABB = _get_node_local_bounds(vehicle, vehicle)
|
||||
if bounds.size == Vector3.ZERO:
|
||||
return 7.0
|
||||
|
||||
return maxf(bounds.size.z, 0.1)
|
||||
|
||||
func _get_node_local_bounds(root: Node3D, node: Node) -> AABB:
|
||||
var result: AABB = AABB()
|
||||
var has_bounds: bool = false
|
||||
|
||||
var mesh_instance := node as MeshInstance3D
|
||||
if mesh_instance != null and mesh_instance.mesh != null:
|
||||
var mesh_bounds: AABB = mesh_instance.get_aabb()
|
||||
var mesh_transform: Transform3D = root.global_transform.affine_inverse() * mesh_instance.global_transform
|
||||
for corner in _get_aabb_corners(mesh_bounds):
|
||||
var local_point: Vector3 = mesh_transform * corner
|
||||
if has_bounds:
|
||||
result = result.expand(local_point)
|
||||
else:
|
||||
result = AABB(local_point, Vector3.ZERO)
|
||||
has_bounds = true
|
||||
|
||||
for child in node.get_children():
|
||||
var child_bounds: AABB = _get_node_local_bounds(root, child)
|
||||
if child_bounds.size == Vector3.ZERO:
|
||||
continue
|
||||
|
||||
if has_bounds:
|
||||
result = result.merge(child_bounds)
|
||||
else:
|
||||
result = child_bounds
|
||||
has_bounds = true
|
||||
|
||||
return result
|
||||
|
||||
func _get_aabb_corners(bounds: AABB) -> Array[Vector3]:
|
||||
var start: Vector3 = bounds.position
|
||||
var end: Vector3 = bounds.end
|
||||
return [
|
||||
Vector3(start.x, start.y, start.z),
|
||||
Vector3(end.x, start.y, start.z),
|
||||
Vector3(start.x, end.y, start.z),
|
||||
Vector3(end.x, end.y, start.z),
|
||||
Vector3(start.x, start.y, end.z),
|
||||
Vector3(end.x, start.y, end.z),
|
||||
Vector3(start.x, end.y, end.z),
|
||||
Vector3(end.x, end.y, end.z),
|
||||
]
|
||||
|
||||
5
core/biome_generator/railway_pool.gd
Normal file
@@ -0,0 +1,5 @@
|
||||
extends Resource
|
||||
class_name RailwayPool
|
||||
|
||||
@export var name: String = "New Railway Pool"
|
||||
@export var available_railways: Array[PackedScene] = []
|
||||
1
core/biome_generator/railway_pool.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://c374rv220mvh1
|
||||
16
core/biome_generator/railway_pool.tres
Normal file
@@ -0,0 +1,16 @@
|
||||
[gd_resource type="Resource" script_class="RailwayPool" format=3 uid="uid://nrm040srfjwo"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://cl2ast2tk7ifw" path="res://tgcc/chunk/railway/scene/chunk_railway_curve.tscn" id="1_86h1y"]
|
||||
[ext_resource type="PackedScene" uid="uid://85l80b6jcdhr" path="res://tgcc/chunk/railway/scene/chunk_railway_curve_2.tscn" id="2_r0882"]
|
||||
[ext_resource type="PackedScene" uid="uid://cewdxvcpqb53f" path="res://tgcc/chunk/railway/scene/chunk_railway_station_doubleside.tscn" id="3_3auto"]
|
||||
[ext_resource type="PackedScene" uid="uid://d3pcshw2bioic" path="res://tgcc/chunk/railway/scene/chunk_railway_station_oneside.tscn" id="4_i1umq"]
|
||||
[ext_resource type="PackedScene" uid="uid://bqxpqhla2kogq" path="res://tgcc/chunk/railway/scene/chunk_railway_straight.tscn" id="5_x44at"]
|
||||
[ext_resource type="PackedScene" uid="uid://c3ub6rj0tlt6q" path="res://tgcc/chunk/railway/scene/chunk_railway_straight_2.tscn" id="6_vrrkw"]
|
||||
[ext_resource type="PackedScene" uid="uid://cqevecsd1cm1v" path="res://tgcc/chunk/railway/scene/chunk_railway_straight_3.tscn" id="7_l17bw"]
|
||||
[ext_resource type="PackedScene" uid="uid://f53hfrjaxkwa" path="res://tgcc/chunk/railway/scene/chunk_railway_straight_bridge.tscn" id="8_qcl5o"]
|
||||
[ext_resource type="Script" uid="uid://c374rv220mvh1" path="res://core/biome_generator/railway_pool.gd" id="9_8tdc7"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("9_8tdc7")
|
||||
name = "Railway Pool"
|
||||
available_railways = Array[PackedScene]([ExtResource("1_86h1y"), ExtResource("2_r0882"), ExtResource("3_3auto"), ExtResource("4_i1umq"), ExtResource("5_x44at"), ExtResource("6_vrrkw"), ExtResource("7_l17bw"), ExtResource("8_qcl5o")])
|
||||
6
core/biome_generator/wagon_pool.gd
Normal file
@@ -0,0 +1,6 @@
|
||||
## Resource that lists the wagon scenes available for train composition.
|
||||
class_name WagonPool
|
||||
extends Resource
|
||||
|
||||
@export var name: String = "New Wagon Pool"
|
||||
@export var available_wagons: Array[PackedScene] = []
|
||||
9
core/biome_generator/wagon_pool.tres
Normal file
@@ -0,0 +1,9 @@
|
||||
[gd_resource type="Resource" script_class="WagonPool" format=3 uid="uid://bjnytgwt8tmf4"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://dvk3bytqn3m5s" path="res://tgcc/train/main_train.tscn" id="1_t6q5r"]
|
||||
[ext_resource type="Script" uid="uid://b6xk0gtn2pwa" path="res://core/biome_generator/wagon_pool.gd" id="2_x6bmc"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("2_x6bmc")
|
||||
name = "Wagon Pool"
|
||||
available_wagons = Array[PackedScene]([ExtResource("1_t6q5r")])
|
||||
7
core/daynight/FogNoise.tres
Normal 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
|
||||
@@ -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;
|
||||
}
|
||||
@@ -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"]
|
||||
@@ -31,6 +32,7 @@ render_priority = 0
|
||||
shader = ExtResource("2_r4tfj")
|
||||
shader_parameter/use_red_as_alpha = true
|
||||
shader_parameter/fog_color = Color(0.8, 0.85, 0.9, 0.5)
|
||||
shader_parameter/fog_density = 0.25
|
||||
shader_parameter/scroll_speed = Vector2(0.05, 0.01)
|
||||
shader_parameter/texture_scale = Vector2(1, 1)
|
||||
shader_parameter/edge_softness_y = 0.2
|
||||
@@ -40,9 +42,58 @@ 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(0.9823975, 0.8034449, 0.8778439, 1)
|
||||
fog_color_night = Color(0.38409987, 0.28720453, 0.5907528, 1)
|
||||
fog_density_morning = 0.01
|
||||
fog_density_afternoon = 0.02
|
||||
glow_morning = 0.4
|
||||
glow_night = 0.8
|
||||
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 = 30
|
||||
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
|
||||
water_color_morning = Color(0.33333334, 0.654902, 0.5294118, 1)
|
||||
water_color_afternoon = Color(0.5803922, 0.5137255, 0.2901961, 1)
|
||||
water_color_night = Color(0.48235294, 0.45490196, 0.69411767, 1)
|
||||
metadata/_custom_type_script = "uid://butda6k2tli3o"
|
||||
|
||||
[sub_resource type="Gradient" id="Gradient_i3hjl"]
|
||||
@@ -85,7 +136,7 @@ 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 +150,9 @@ 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 +224,9 @@ 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 +236,12 @@ 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 +253,24 @@ 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/fog_density = 0.25
|
||||
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 +281,7 @@ 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 +292,10 @@ 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 +342,15 @@ 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")
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
class_name EnvironmentManagerRoot
|
||||
extends Node3D
|
||||
|
||||
const NOISE_TEXTURE: Texture2D = preload("res://core/daynight/noise.tres")
|
||||
const WEATHER_SHADER: Material = preload("res://core/daynight/weather_overlay.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
|
||||
|
||||
@export_group("Camera")
|
||||
@@ -16,6 +20,7 @@ extends Node3D
|
||||
@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]
|
||||
@@ -30,9 +35,13 @@ var weather_controller: WeatherController
|
||||
|
||||
var day_tween: Tween
|
||||
var day_time: float = 0.0
|
||||
var pending_environment_nodes: Dictionary = {}
|
||||
|
||||
func _ready() -> void:
|
||||
|
||||
#connect shader when new node is added
|
||||
get_tree().node_added.connect(_on_tree_node_added)
|
||||
|
||||
#set noise texture 2d to materials in special group
|
||||
ApplyWindNoiseToMaterials()
|
||||
#set weather overlay (snow + rain) to materials in special group
|
||||
@@ -55,6 +64,7 @@ func _ready() -> void:
|
||||
godray,
|
||||
environment_dust,
|
||||
blur,
|
||||
fog,
|
||||
environment_shadows,
|
||||
sun,
|
||||
environment,
|
||||
@@ -67,10 +77,67 @@ 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"):
|
||||
_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):
|
||||
return
|
||||
|
||||
if node.is_in_group("wind_node"):
|
||||
_apply_wind_noise_to_node(node, NOISE_TEXTURE)
|
||||
|
||||
if node.is_in_group("weather_node"):
|
||||
_apply_weather_overlay_to_node(node, WEATHER_SHADER)
|
||||
|
||||
if node.is_in_group("weather_vegetables_node"):
|
||||
_clear_weather_overlay_from_node(node)
|
||||
|
||||
func ApplyWindNoiseToMaterials():
|
||||
var noise_tex = preload("res://core/daynight/noise.tres")
|
||||
for node in get_tree().get_nodes_in_group("wind_node"):
|
||||
_apply_wind_noise_to_node(node, noise_tex)
|
||||
_apply_wind_noise_to_node(node, NOISE_TEXTURE)
|
||||
|
||||
func _apply_wind_noise_to_node(node: Node, noise_tex: Texture2D) -> void:
|
||||
if node is GeometryInstance3D:
|
||||
@@ -88,25 +155,57 @@ func _apply_wind_noise_to_node(node: Node, noise_tex: Texture2D) -> void:
|
||||
_apply_wind_noise_to_node(child, noise_tex)
|
||||
|
||||
func ApplyWeatherShaderToMaterials():
|
||||
var weather_shader = preload("res://core/daynight/weather_overlay.tres")
|
||||
for node in get_tree().get_nodes_in_group("weather_node"):
|
||||
if node is GeometryInstance3D:
|
||||
node.material_overlay = weather_shader
|
||||
else:
|
||||
for child in node.get_children():
|
||||
if child is GeometryInstance3D:
|
||||
child.material_overlay = weather_shader
|
||||
break
|
||||
_apply_weather_overlay_to_node(node, WEATHER_SHADER)
|
||||
|
||||
var weather_plain_shader = preload("res://core/daynight/weather_plain_shader.tres")
|
||||
for node in get_tree().get_nodes_in_group("weather_vegetables_node"):
|
||||
_clear_weather_overlay_from_node(node)
|
||||
|
||||
func _apply_weather_overlay_to_node(node: Node, material: Material) -> void:
|
||||
if node.is_in_group("weather_vegetables_node"):
|
||||
_clear_weather_overlay_from_node(node)
|
||||
return
|
||||
|
||||
if node is GeometryInstance3D:
|
||||
node.material_overlay = weather_plain_shader
|
||||
if _geometry_uses_alpha_texture(node):
|
||||
node.material_overlay = null
|
||||
else:
|
||||
node.material_overlay = material
|
||||
|
||||
for child in node.get_children():
|
||||
if child is GeometryInstance3D:
|
||||
child.material_overlay = weather_plain_shader
|
||||
break
|
||||
_apply_weather_overlay_to_node(child, material)
|
||||
|
||||
func _clear_weather_overlay_from_node(node: Node) -> void:
|
||||
if node is GeometryInstance3D:
|
||||
node.material_overlay = null
|
||||
|
||||
for child in node.get_children():
|
||||
_clear_weather_overlay_from_node(child)
|
||||
|
||||
func _geometry_uses_alpha_texture(node: GeometryInstance3D) -> bool:
|
||||
var material_override := node.material_override as ShaderMaterial
|
||||
if _shader_material_uses_alpha_texture(material_override):
|
||||
return true
|
||||
|
||||
if node is MeshInstance3D:
|
||||
for surface_index in node.get_surface_override_material_count():
|
||||
var surface_material := node.get_surface_override_material(surface_index) as ShaderMaterial
|
||||
if _shader_material_uses_alpha_texture(surface_material):
|
||||
return true
|
||||
|
||||
if node.mesh:
|
||||
for surface_index in node.mesh.get_surface_count():
|
||||
var mesh_material := node.mesh.surface_get_material(surface_index) as ShaderMaterial
|
||||
if _shader_material_uses_alpha_texture(mesh_material):
|
||||
return true
|
||||
|
||||
return false
|
||||
|
||||
func _shader_material_uses_alpha_texture(material: ShaderMaterial) -> bool:
|
||||
if material == null or material.shader == null:
|
||||
return false
|
||||
|
||||
return material.shader.code.find("alpha_texture") != -1
|
||||
|
||||
func select_day_time(normalized_time: float) -> void:
|
||||
#set show_day_time_debug = true to show debug on screen
|
||||
|
||||
@@ -67,7 +67,6 @@ void fragment() {
|
||||
float is_center = step(center_sharpness, internal_n);
|
||||
|
||||
ALBEDO = shadow_color;
|
||||
|
||||
ALPHA = mix(opacity_edge, opacity_center, is_center) * final_fade;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,6 +7,7 @@ uniform bool use_red_as_alpha = true;
|
||||
|
||||
group_uniforms Settings;
|
||||
uniform vec4 fog_color : source_color = vec4(0.8, 0.85, 0.9, 0.5);
|
||||
uniform float fog_density : hint_range(0.0, 1.0) = 0.25;
|
||||
uniform vec2 scroll_speed = vec2(0.05, 0.01);
|
||||
uniform vec2 texture_scale = vec2(1.0, 1.0);
|
||||
|
||||
@@ -36,5 +37,5 @@ void fragment() {
|
||||
vec3 dark_fog = tinted_fog * 0.5;
|
||||
ALBEDO = mix(tinted_fog, dark_fog, night_intensity);
|
||||
|
||||
ALPHA = fog_color.a * noise_alpha * edge_mask;
|
||||
ALPHA = fog_color.a * fog_density * noise_alpha * edge_mask;
|
||||
}
|
||||
@@ -8,10 +8,12 @@ global uniform float global_wind_speed;
|
||||
global uniform float global_wind_strength;
|
||||
global uniform vec2 global_wind_direction;
|
||||
//global uniform sampler2D global_wind_noise : filter_linear_mipmap;
|
||||
global uniform float global_snow_start_time;
|
||||
global uniform float global_snow_accumulation_speed;
|
||||
global uniform float global_snow_melt_time;
|
||||
global uniform float global_snow_melt_speed;
|
||||
global uniform float global_snow_start_time = -1.0;
|
||||
global uniform float global_snow_accumulation_speed = 0.005;
|
||||
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_rain_intensity;
|
||||
|
||||
// --- PARAMETRI ESTETICI ---
|
||||
uniform bool billboard_enabled = true;
|
||||
@@ -31,6 +33,7 @@ uniform vec4 variance_color : source_color = vec4(0.3, 0.5, 0.2, 1.0); // Colore
|
||||
uniform float variance_intensity : hint_range(0.0, 1.0) = 0.4; // Quanto si vedono le chiazze
|
||||
|
||||
uniform vec4 snow_color : source_color = vec4(0.85, 0.9, 0.95, 1.0);
|
||||
uniform float snow_visibility : hint_range(0.0, 1.0) = 1.0;
|
||||
|
||||
// --- CONTROLLO GRADIENTE E RANDOM ---
|
||||
uniform float height_min = 0.0;
|
||||
@@ -41,6 +44,7 @@ uniform float light_steps : hint_range(1.0, 10.0) = 4.0;
|
||||
uniform float random_mix : hint_range(0.0, 1.0) = 0.3;
|
||||
|
||||
uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6;
|
||||
uniform float wetness_darkening : hint_range(0.0, 0.5) = 0.25;
|
||||
|
||||
varying vec3 v_final_color;
|
||||
varying float v_shade_factor;
|
||||
@@ -52,6 +56,21 @@ float hash(vec3 p) {
|
||||
return fract((p.x + p.y) * p.z);
|
||||
}
|
||||
|
||||
float get_snow_progress() {
|
||||
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
|
||||
|
||||
if (global_snow_start_time >= 0.0) {
|
||||
float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
|
||||
snow_progress = max(snow_progress, timed_progress);
|
||||
}
|
||||
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 = min(snow_progress, 1.0 - melt);
|
||||
}
|
||||
|
||||
return snow_progress;
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
vec3 instance_pos = MODEL_MATRIX[3].xyz;
|
||||
v_world_pos = instance_pos; // Salviamo la posizione dell'istanza
|
||||
@@ -113,17 +132,10 @@ void fragment() {
|
||||
// Applichiamo la variazione al colore finale dell'erba
|
||||
vec3 varied_grass_color = mix(v_final_color, variance_color.rgb, noise_sample * variance_intensity);
|
||||
|
||||
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);
|
||||
}
|
||||
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);
|
||||
}
|
||||
float snow_amount = smoothstep(0.0, 1.0, get_snow_progress());
|
||||
|
||||
float top_mask = 1.0 - shifted_uv.y;
|
||||
float snow_mask = smoothstep(1.0 - snow_amount, 1.2 - snow_amount, top_mask);
|
||||
float snow_mask = smoothstep(0.65, 1.0, top_mask) * snow_amount * snow_visibility;
|
||||
snow_mask *= step(0.01, snow_amount);
|
||||
|
||||
vec3 dark_snow = snow_color.rgb * (1.0 - shadow_intensity);
|
||||
@@ -131,12 +143,15 @@ void fragment() {
|
||||
|
||||
// Mescoliamo il colore variato con la neve
|
||||
vec3 final_albedo = mix(varied_grass_color, shaded_snow, snow_mask);
|
||||
float rain_int = clamp(global_rain_intensity, 0.0, 1.0);
|
||||
final_albedo *= mix(1.0, 1.0 - wetness_darkening, rain_int);
|
||||
float final_roughness = mix(0.02, 0.005, rain_int);
|
||||
|
||||
ALBEDO = final_albedo;
|
||||
ALPHA = tex.r * opacity;
|
||||
ALPHA_SCISSOR_THRESHOLD = 0.5;
|
||||
|
||||
ROUGHNESS = 0.02;
|
||||
ROUGHNESS = final_roughness;
|
||||
}
|
||||
|
||||
void light() {
|
||||
|
||||
107
core/daynight/snow_cap.gd
Normal file
@@ -0,0 +1,107 @@
|
||||
## Procedural snow cap geometry for flat roofs and vehicles.
|
||||
extends Node3D
|
||||
|
||||
enum PlacementMode {
|
||||
AUTO_TARGET_AABB,
|
||||
MANUAL_SURFACE,
|
||||
}
|
||||
|
||||
const SNOW_CAP_SHADER: Shader = preload("res://core/daynight/snow_cap.gdshader")
|
||||
|
||||
@export var placement_mode: PlacementMode = PlacementMode.AUTO_TARGET_AABB
|
||||
@export var target_path: NodePath
|
||||
@export var size_inset: Vector2 = Vector2(0.25, 1.0)
|
||||
@export var position_offset: Vector3 = Vector3(0.0, -0.08, 0.0)
|
||||
@export var max_snow_height: float = 0.2
|
||||
@export_range(1, 24) var subdivide_width: int = 6
|
||||
@export_range(1, 24) var subdivide_depth: int = 18
|
||||
@export var manual_surface_center: Vector3 = Vector3.ZERO
|
||||
@export var manual_surface_size: Vector2 = Vector2(2.0, 6.0)
|
||||
|
||||
var _mesh_instance: MeshInstance3D
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group("weather_overlay_ignore")
|
||||
_ensure_mesh_instance()
|
||||
_rebuild()
|
||||
|
||||
func rebuild() -> void:
|
||||
_rebuild()
|
||||
|
||||
func _ensure_mesh_instance() -> void:
|
||||
_mesh_instance = get_node_or_null("SnowCapMesh") as MeshInstance3D
|
||||
if _mesh_instance != null:
|
||||
return
|
||||
|
||||
_mesh_instance = MeshInstance3D.new()
|
||||
_mesh_instance.name = "SnowCapMesh"
|
||||
_mesh_instance.add_to_group("weather_overlay_ignore")
|
||||
add_child(_mesh_instance)
|
||||
|
||||
func _rebuild() -> void:
|
||||
var cap_width: float = 0.0
|
||||
var cap_depth: float = 0.0
|
||||
var cap_surface_center := Vector3.ZERO
|
||||
|
||||
if placement_mode == PlacementMode.MANUAL_SURFACE:
|
||||
cap_width = manual_surface_size.x
|
||||
cap_depth = manual_surface_size.y
|
||||
cap_surface_center = manual_surface_center
|
||||
else:
|
||||
var target_mesh: MeshInstance3D = get_node_or_null(target_path) as MeshInstance3D
|
||||
if target_mesh == null:
|
||||
if _mesh_instance:
|
||||
_mesh_instance.visible = false
|
||||
return
|
||||
|
||||
var target_aabb: AABB = _get_target_aabb(target_mesh)
|
||||
cap_width = max(target_aabb.size.x - size_inset.x, 0.1)
|
||||
cap_depth = max(target_aabb.size.z - size_inset.y, 0.1)
|
||||
cap_surface_center = Vector3(
|
||||
target_aabb.position.x + target_aabb.size.x * 0.5,
|
||||
target_aabb.position.y + target_aabb.size.y,
|
||||
target_aabb.position.z + target_aabb.size.z * 0.5
|
||||
)
|
||||
|
||||
var cap_center := cap_surface_center + Vector3(0.0, max_snow_height * 0.5, 0.0)
|
||||
|
||||
var box_mesh := BoxMesh.new()
|
||||
box_mesh.size = Vector3(cap_width, max_snow_height, cap_depth)
|
||||
box_mesh.subdivide_width = subdivide_width
|
||||
box_mesh.subdivide_depth = subdivide_depth
|
||||
_mesh_instance.mesh = box_mesh
|
||||
_mesh_instance.position = cap_center + position_offset
|
||||
_mesh_instance.material_override = _build_material(cap_width, cap_depth)
|
||||
_mesh_instance.visible = true
|
||||
|
||||
func _build_material(cap_width: float, cap_depth: float) -> ShaderMaterial:
|
||||
var material := ShaderMaterial.new()
|
||||
material.shader = SNOW_CAP_SHADER
|
||||
material.set_shader_parameter("max_height", max_snow_height)
|
||||
material.set_shader_parameter("half_width", cap_width * 0.5)
|
||||
material.set_shader_parameter("half_depth", cap_depth * 0.5)
|
||||
return material
|
||||
|
||||
func _get_target_aabb(target_mesh: MeshInstance3D) -> AABB:
|
||||
var points: Array[Vector3] = []
|
||||
for point in _get_aabb_points(target_mesh.get_aabb()):
|
||||
points.append(target_mesh.transform * point)
|
||||
|
||||
var merged := AABB(points[0], Vector3.ZERO)
|
||||
for point in points:
|
||||
merged = merged.expand(point)
|
||||
return merged
|
||||
|
||||
func _get_aabb_points(aabb: AABB) -> Array[Vector3]:
|
||||
var p: Vector3 = aabb.position
|
||||
var s: Vector3 = aabb.size
|
||||
return [
|
||||
p,
|
||||
p + Vector3(s.x, 0.0, 0.0),
|
||||
p + Vector3(0.0, s.y, 0.0),
|
||||
p + Vector3(0.0, 0.0, s.z),
|
||||
p + Vector3(s.x, s.y, 0.0),
|
||||
p + Vector3(s.x, 0.0, s.z),
|
||||
p + Vector3(0.0, s.y, s.z),
|
||||
p + s,
|
||||
]
|
||||
1
core/daynight/snow_cap.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bxc6ketfgedxw
|
||||
116
core/daynight/snow_cap.gdshader
Normal file
@@ -0,0 +1,116 @@
|
||||
shader_type spatial;
|
||||
render_mode blend_mix, cull_back, depth_draw_opaque;
|
||||
|
||||
global uniform float global_snow_start_time = -1.0;
|
||||
global uniform float global_snow_accumulation_speed = 0.005;
|
||||
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 vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0);
|
||||
|
||||
uniform float max_height : hint_range(0.02, 1.0) = 0.2;
|
||||
uniform float half_width : hint_range(0.01, 20.0) = 1.0;
|
||||
uniform float half_depth : hint_range(0.01, 20.0) = 1.0;
|
||||
uniform float noise_scale : hint_range(0.05, 2.0) = 0.35;
|
||||
uniform float noise_strength : hint_range(0.0, 0.4) = 0.18;
|
||||
uniform float edge_rounding : hint_range(0.0, 0.3) = 0.12;
|
||||
uniform float side_shade : hint_range(0.2, 1.0) = 0.82;
|
||||
uniform float sparkle_strength : hint_range(0.0, 0.1) = 0.03;
|
||||
|
||||
varying float v_snow_amount;
|
||||
varying float v_noise;
|
||||
|
||||
float hash(vec2 p) {
|
||||
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
|
||||
}
|
||||
|
||||
float value_noise(vec2 p) {
|
||||
vec2 i = floor(p);
|
||||
vec2 f = fract(p);
|
||||
vec2 u = f * f * (3.0 - 2.0 * f);
|
||||
|
||||
float a = hash(i);
|
||||
float b = hash(i + vec2(1.0, 0.0));
|
||||
float c = hash(i + vec2(0.0, 1.0));
|
||||
float d = hash(i + vec2(1.0, 1.0));
|
||||
|
||||
return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
|
||||
}
|
||||
|
||||
float fbm(vec2 p) {
|
||||
float value = 0.0;
|
||||
float amplitude = 0.5;
|
||||
float frequency = 1.0;
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
value += value_noise(p * frequency) * amplitude;
|
||||
frequency *= 2.0;
|
||||
amplitude *= 0.5;
|
||||
}
|
||||
|
||||
return clamp(value, 0.0, 1.0);
|
||||
}
|
||||
|
||||
float get_snow_amount() {
|
||||
float snow_amount = clamp(global_snow_amount, 0.0, 1.0);
|
||||
if (global_snow_start_time >= 0.0) {
|
||||
float timed_amount = clamp(
|
||||
(TIME - global_snow_start_time) * global_snow_accumulation_speed,
|
||||
0.0,
|
||||
1.0
|
||||
);
|
||||
snow_amount = max(snow_amount, timed_amount);
|
||||
}
|
||||
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 = min(snow_amount, 1.0 - melt);
|
||||
}
|
||||
return snow_amount;
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
vec3 base_vertex = VERTEX;
|
||||
vec3 world_pos = (MODEL_MATRIX * vec4(base_vertex, 1.0)).xyz;
|
||||
float snow_amount = get_snow_amount();
|
||||
float noise_val = fbm(world_pos.xz * noise_scale);
|
||||
float thickness = max_height * snow_amount * mix(
|
||||
1.0 - noise_strength,
|
||||
1.0 + noise_strength,
|
||||
noise_val
|
||||
);
|
||||
float footprint_growth = smoothstep(0.0, 0.35, snow_amount);
|
||||
|
||||
float from_bottom = clamp((base_vertex.y + max_height * 0.5) / max_height, 0.0, 1.0);
|
||||
VERTEX.y = -max_height * 0.5 + thickness * from_bottom;
|
||||
VERTEX.x *= mix(0.92, 1.0, footprint_growth);
|
||||
VERTEX.z *= mix(0.94, 1.0, footprint_growth);
|
||||
|
||||
float edge_x = abs(base_vertex.x) / max(half_width, 0.001);
|
||||
float edge_z = abs(base_vertex.z) / max(half_depth, 0.001);
|
||||
float edge_mask = smoothstep(0.55, 1.0, max(edge_x, edge_z));
|
||||
float top_mask = smoothstep(0.6, 1.0, from_bottom) * snow_amount;
|
||||
float round_factor = edge_rounding * edge_mask * top_mask;
|
||||
VERTEX.x *= 1.0 - round_factor;
|
||||
VERTEX.z *= 1.0 - round_factor;
|
||||
|
||||
v_snow_amount = snow_amount;
|
||||
v_noise = noise_val;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
if (v_snow_amount <= 0.001) {
|
||||
ALPHA = 0.0;
|
||||
ALBEDO = global_snow_color.rgb;
|
||||
ROUGHNESS = 1.0;
|
||||
SPECULAR = 0.0;
|
||||
} else {
|
||||
float facing_up = clamp(NORMAL.y, 0.0, 1.0);
|
||||
float shade = mix(-sparkle_strength, sparkle_strength, v_noise);
|
||||
vec3 snow_albedo = clamp(global_snow_color.rgb + vec3(shade), 0.0, 1.0);
|
||||
|
||||
ALBEDO = mix(snow_albedo * side_shade, snow_albedo, facing_up);
|
||||
ROUGHNESS = mix(0.95, 0.72, facing_up);
|
||||
SPECULAR = 0.18;
|
||||
ALPHA = smoothstep(0.0, 0.28, v_snow_amount);
|
||||
}
|
||||
}
|
||||
1
core/daynight/snow_cap.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://c7js7ytvewmab
|
||||
@@ -6,12 +6,12 @@ global uniform vec2 global_wind_direction;
|
||||
global uniform float global_wind_scale;
|
||||
global uniform float global_wind_strength;
|
||||
global uniform float global_wind_fade;
|
||||
/*
|
||||
global uniform float global_snow_start_time;
|
||||
global uniform float global_snow_accumulation_speed;
|
||||
global uniform float global_snow_melt_time;
|
||||
global uniform float global_snow_melt_speed;
|
||||
global uniform vec4 global_snow_color;*/
|
||||
global uniform float global_snow_start_time = -1.0;
|
||||
global uniform float global_snow_accumulation_speed = 0.005;
|
||||
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 vec4 global_snow_color;
|
||||
global uniform float global_rain_intensity;
|
||||
|
||||
uniform sampler2D wind_noise : filter_linear_mipmap;
|
||||
@@ -31,6 +31,7 @@ uniform float light_steps : hint_range(1.0, 10.0) = 4.0;
|
||||
uniform float random_mix : hint_range(0.0, 1.0) = 0.3;
|
||||
uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6;
|
||||
uniform float wetness_darkening : hint_range(0.0, 0.5) = 0.25;
|
||||
uniform float snow_visibility : hint_range(0.0, 1.0) = 1.0;
|
||||
|
||||
varying vec3 v_final_color;
|
||||
varying float v_shade_factor;
|
||||
@@ -41,6 +42,21 @@ float hash(vec3 p) {
|
||||
return fract((p.x + p.y) * p.z);
|
||||
}
|
||||
|
||||
float get_snow_progress() {
|
||||
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
|
||||
|
||||
if (global_snow_start_time >= 0.0) {
|
||||
float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
|
||||
snow_progress = max(snow_progress, timed_progress);
|
||||
}
|
||||
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 = min(snow_progress, 1.0 - melt);
|
||||
}
|
||||
|
||||
return snow_progress;
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
vec3 instance_pos = MODEL_MATRIX[3].xyz;
|
||||
|
||||
@@ -88,24 +104,16 @@ void fragment() {
|
||||
vec2 shifted_uv = UV + texture_offset;
|
||||
vec4 tex = texture(alpha_texture, shifted_uv);
|
||||
|
||||
//// Snow accumulation
|
||||
//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);
|
||||
//}
|
||||
//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);
|
||||
//}
|
||||
//
|
||||
//float top_mask = 1.0 - shifted_uv.y;
|
||||
//float snow_mask = smoothstep(1.0 - snow_amount, 1.2 - snow_amount, top_mask);
|
||||
//snow_mask *= step(0.01, snow_amount);
|
||||
// Snow accumulation
|
||||
float snow_amount = pow(get_snow_progress(), 0.55);
|
||||
|
||||
//vec3 dark_snow = global_snow_color.rgb * (1.0 - shadow_intensity);
|
||||
//vec3 shaded_snow = mix(dark_snow, global_snow_color.rgb, v_shade_factor);
|
||||
//vec3 final_albedo = mix(v_final_color, shaded_snow, snow_mask);
|
||||
vec3 final_albedo = v_final_color;
|
||||
float top_mask = 1.0 - shifted_uv.y;
|
||||
float snow_mask = smoothstep(1.0 - snow_amount * 1.35, 1.08 - snow_amount * 1.35, top_mask) * snow_visibility;
|
||||
snow_mask *= step(0.01, snow_amount);
|
||||
|
||||
vec3 dark_snow = global_snow_color.rgb * (1.0 - shadow_intensity);
|
||||
vec3 shaded_snow = mix(dark_snow, global_snow_color.rgb, v_shade_factor);
|
||||
vec3 final_albedo = mix(v_final_color, shaded_snow, snow_mask);
|
||||
|
||||
// Rain wetness: darken and make shinier
|
||||
float rain_int = clamp(global_rain_intensity, 0.0, 1.0);
|
||||
|
||||
@@ -2,6 +2,13 @@ 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);
|
||||
global uniform float global_snow_start_time = -1.0;
|
||||
global uniform float global_snow_accumulation_speed = 0.005;
|
||||
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 vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0);
|
||||
|
||||
//Water color
|
||||
uniform vec4 deep_water_color : source_color = vec4(0.0, 0.1, 0.2, 1.0);
|
||||
@@ -28,6 +35,21 @@ uniform sampler2D depth_texture : hint_depth_texture, filter_linear_mipmap;
|
||||
varying vec2 world_pos_xz;
|
||||
varying vec2 local_uv;
|
||||
|
||||
float get_snow_progress() {
|
||||
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
|
||||
|
||||
if (global_snow_start_time >= 0.0) {
|
||||
float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
|
||||
snow_progress = max(snow_progress, timed_progress);
|
||||
}
|
||||
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 = min(snow_progress, 1.0 - melt);
|
||||
}
|
||||
|
||||
return snow_progress;
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
world_pos_xz = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xz;
|
||||
local_uv = UV;
|
||||
@@ -44,12 +66,14 @@ 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) {
|
||||
@@ -79,8 +103,15 @@ void fragment() {
|
||||
float is_sky = step(ref_depth_raw, 0.00001); // Protezione anti-cielo
|
||||
reflection_mask *= (1.0 - is_sky);
|
||||
|
||||
vec3 final_rgb = mix(base_water.rgb, screen_ref, reflection_strength * reflection_mask);
|
||||
float snow_progress = get_snow_progress();
|
||||
float active_snowfall = step(0.0, global_snow_start_time) * (1.0 - step(0.0, global_snow_melt_time));
|
||||
float reflection_snow_damping = max(smoothstep(0.0, 0.08, snow_progress), active_snowfall * 0.75);
|
||||
float effective_reflection_strength = reflection_strength * (1.0 - reflection_snow_damping * 0.85);
|
||||
|
||||
vec3 final_rgb = mix(base_water.rgb, screen_ref, effective_reflection_strength * reflection_mask);
|
||||
final_rgb = mix(final_rgb, ripple_color.rgb, ring * ripple_color.a);
|
||||
float water_snow_amount = smoothstep(0.15, 1.0, snow_progress) * 0.18;
|
||||
final_rgb = mix(final_rgb, global_snow_color.rgb, water_snow_amount);
|
||||
|
||||
ALBEDO = final_rgb;
|
||||
|
||||
|
||||
241
core/daynight/water_river.gdshader
Normal file
@@ -0,0 +1,241 @@
|
||||
#define USE_CAUSTICS 1
|
||||
#define USE_REFRACTION 1
|
||||
#define USE_DISPLACEMENT 1
|
||||
#define USE_STYLIZED_LIGHTING 0
|
||||
#define USE_UNSHADED 0
|
||||
|
||||
shader_type spatial;
|
||||
#if USE_UNSHADED
|
||||
render_mode unshaded, depth_draw_never;
|
||||
#else
|
||||
render_mode depth_draw_never;
|
||||
#endif
|
||||
|
||||
uniform sampler2D DEPTH_TEXTURE: hint_depth_texture;
|
||||
|
||||
group_uniforms Color;
|
||||
uniform vec4 surface_color : source_color = vec4(0.2,1.0,0.8,1.0);
|
||||
uniform vec4 depth_color : source_color = vec4(0.08,0.2,0.4,1.0);
|
||||
uniform vec4 foam_color : source_color = vec4(1.0);
|
||||
uniform float depth_size = 12.0;
|
||||
|
||||
group_uniforms Roughness;
|
||||
uniform float surface_roughness : hint_range(0.0, 1.0, 0.01) = 0.05;
|
||||
uniform float foam_roughness : hint_range(0.0, 1.0, 0.01) = 0.05;
|
||||
|
||||
#if USE_CAUSTICS
|
||||
group_uniforms Caustics;
|
||||
uniform sampler2D caustics_texture;
|
||||
uniform float caustics_strength = 2.0;
|
||||
uniform vec2 caustics_scale = vec2(0.5);
|
||||
#endif
|
||||
|
||||
group_uniforms Wave;
|
||||
uniform sampler2D wave_texture;
|
||||
uniform float wave_softness : hint_range(0.0, 10.0, 0.1) = 3.0;
|
||||
uniform vec2 wave_scale = vec2(0.2);
|
||||
uniform vec2 wave_layer_scale = vec2(1.5);
|
||||
uniform float wave_highlight : hint_range(0.0, 1.0, 0.05) = 0.5;
|
||||
|
||||
group_uniforms Wave.Motion;
|
||||
uniform vec2 wave_velocity = vec2(0.02);
|
||||
instance uniform vec2 river_flow_direction = vec2(0.0, 0.0);
|
||||
|
||||
group_uniforms Foam;
|
||||
uniform sampler2D foam_texture;
|
||||
uniform float edge_foam_depth_size = 1.0;
|
||||
uniform float wave_foam_amount : hint_range(0.0, 1.0, 0.01) = 0.8;
|
||||
uniform float foam_start : hint_range(0.0, 1.0, 0.05) = 0.15;
|
||||
uniform float foam_end : hint_range(0.0, 1.0, 0.05) = 0.3;
|
||||
uniform float foam_exponent = 2.0;
|
||||
|
||||
#if USE_REFRACTION
|
||||
group_uniforms Refraction;
|
||||
uniform float refraction_amount = 0.5;
|
||||
uniform float refraction_exponent = 0.5;
|
||||
#endif
|
||||
|
||||
#if USE_DISPLACEMENT
|
||||
group_uniforms Displacement;
|
||||
uniform float displacement_amount = 0.3;
|
||||
#endif
|
||||
|
||||
#if USE_STYLIZED_LIGHTING && !USE_UNSHADED
|
||||
group_uniforms Lighting;
|
||||
uniform float diffuse_steps = 12.0;
|
||||
uniform float diffuse_smoothness : hint_range(0.0, 1.0, 0.01) = 0.2;
|
||||
uniform float specular_steps = 12.0;
|
||||
uniform float specular_smoothness : hint_range(0.0, 1.0, 0.01) = 0.2;
|
||||
#endif
|
||||
|
||||
uniform sampler2D screen_texture : hint_screen_texture;
|
||||
varying vec3 world_pos;
|
||||
varying vec2 world_wave_velocity;
|
||||
|
||||
#if USE_CAUSTICS
|
||||
vec3 sample_caustics(vec2 uv){
|
||||
vec2 caustics_uv = uv * caustics_scale;
|
||||
return vec3(
|
||||
texture(caustics_texture, caustics_uv).r,
|
||||
texture(caustics_texture, caustics_uv+vec2(0.02,0.02)).r,
|
||||
texture(caustics_texture, caustics_uv+vec2(0.03,0.01)).r
|
||||
);
|
||||
}
|
||||
#endif
|
||||
|
||||
vec4 sample_world_dpos(vec2 screen_uv, mat4 inv_proj_mat, mat4 inv_view_mat){
|
||||
vec4 clip_pos = vec4(screen_uv * 2.0 - 1.0, texture(DEPTH_TEXTURE, screen_uv).r, 1.0);
|
||||
vec4 view_pos = inv_proj_mat * clip_pos;
|
||||
view_pos /= view_pos.w;
|
||||
vec4 world_dpos = inv_view_mat * view_pos;
|
||||
return world_dpos;
|
||||
}
|
||||
|
||||
vec4 sample_wave(sampler2D tex, vec2 uv, vec2 velocity, float lod){
|
||||
vec2 base_uv = uv * wave_scale;
|
||||
vec2 wave_uv1 = (base_uv * wave_layer_scale) + (TIME * -velocity);
|
||||
float wave1 = textureLod(tex, wave_uv1, lod).r;
|
||||
|
||||
vec2 wave_uv2 = base_uv + (TIME * velocity);
|
||||
vec4 wave2 = textureLod(tex, wave_uv2 - (wave1 * 0.1), lod);
|
||||
|
||||
return wave2;
|
||||
}
|
||||
|
||||
vec3 sample_wave_normal(vec2 uv, vec2 velocity, float center_wave) {
|
||||
vec2 normal_offset = vec2(0.25, 0.0);
|
||||
float wave_x = sample_wave(wave_texture, uv + normal_offset.xy, velocity, wave_softness).r;
|
||||
float wave_z = sample_wave(wave_texture, uv + normal_offset.yx, velocity, wave_softness).r;
|
||||
vec2 slope = vec2(center_wave - wave_x, center_wave - wave_z) * 0.35;
|
||||
return normalize(vec3(slope, 1.0)) * 0.5 + 0.5;
|
||||
}
|
||||
|
||||
vec2 get_world_wave_velocity(mat4 model_matrix) {
|
||||
float velocity_length = length(wave_velocity);
|
||||
if (velocity_length <= 0.0001) {
|
||||
return vec2(0.0);
|
||||
}
|
||||
|
||||
float flow_direction_length = length(river_flow_direction);
|
||||
if (flow_direction_length > 0.0001) {
|
||||
return (river_flow_direction / flow_direction_length) * velocity_length;
|
||||
}
|
||||
|
||||
vec3 world_direction_3d = (model_matrix * vec4(0.0, 1.0, 0.0, 0.0)).xyz;
|
||||
vec2 world_direction = world_direction_3d.xz;
|
||||
float world_direction_length = length(world_direction);
|
||||
if (world_direction_length <= 0.0001) {
|
||||
return wave_velocity;
|
||||
}
|
||||
|
||||
return (world_direction / world_direction_length) * velocity_length;
|
||||
}
|
||||
|
||||
void vertex(){
|
||||
world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
|
||||
world_wave_velocity = get_world_wave_velocity(MODEL_MATRIX);
|
||||
|
||||
#if USE_DISPLACEMENT
|
||||
float wave = sample_wave(wave_texture, world_pos.xz, world_wave_velocity, wave_softness).r;
|
||||
VERTEX.y += wave*displacement_amount;
|
||||
#endif
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
float wave = sample_wave(wave_texture, world_pos.xz, world_wave_velocity, wave_softness).r;
|
||||
wave = smoothstep(0.0,1.0,wave);
|
||||
|
||||
vec2 screen_uv = SCREEN_UV;
|
||||
|
||||
// Refraction
|
||||
#if USE_REFRACTION
|
||||
screen_uv += ((pow(wave, refraction_exponent)*2.0 - 0.5) * 0.01 * refraction_amount);
|
||||
|
||||
vec4 world_dpos = sample_world_dpos(screen_uv, INV_PROJECTION_MATRIX, INV_VIEW_MATRIX);
|
||||
|
||||
float pre_depth = pow(clamp((world_dpos.y - world_pos.y + depth_size)/depth_size, 0.0, 1.0), 4.0);
|
||||
screen_uv = mix(screen_uv, SCREEN_UV, pre_depth);
|
||||
if(world_dpos.y - world_pos.y > 0.0){
|
||||
screen_uv = SCREEN_UV;
|
||||
}
|
||||
#else
|
||||
vec4 world_dpos = sample_world_dpos(screen_uv, INV_PROJECTION_MATRIX, INV_VIEW_MATRIX);
|
||||
#endif
|
||||
|
||||
world_dpos = sample_world_dpos(screen_uv, INV_PROJECTION_MATRIX, INV_VIEW_MATRIX);
|
||||
|
||||
vec2 surface_uv = world_dpos.xz * 0.2;
|
||||
|
||||
float depth = pow(clamp((world_dpos.y - world_pos.y + depth_size)/depth_size, 0.0, 1.0), 4.0);
|
||||
|
||||
// Caustics
|
||||
#if USE_CAUSTICS
|
||||
vec3 caustics1 = sample_caustics(surface_uv + (TIME * -world_wave_velocity));
|
||||
vec3 caustics2 = sample_caustics((surface_uv + (caustics1.r*0.05)) + (TIME * (world_wave_velocity*0.5)));
|
||||
vec3 caustics = caustics2 * (1.0 - depth);
|
||||
#endif
|
||||
|
||||
// Edge Foam
|
||||
float edge_foam_depth = clamp((world_dpos.y - world_pos.y + edge_foam_depth_size)/edge_foam_depth_size, 0.0, 1.0);
|
||||
|
||||
// Wave Foam
|
||||
float wave_foam = wave;
|
||||
float foam = max(edge_foam_depth, wave_foam * wave_foam_amount);
|
||||
|
||||
float foam_shape = 1.0 - texture(foam_texture, world_pos.xz* 0.5).r;
|
||||
foam = clamp((foam - foam_start) / (foam_end - foam_start), 0.0, 1.0);
|
||||
foam = clamp((foam - foam_shape) / (1.0 - foam_shape), 0.0, 1.0);
|
||||
foam = pow(foam, foam_exponent);
|
||||
|
||||
vec3 flat_color = mix(depth_color, surface_color, depth).rgb;
|
||||
|
||||
vec4 screen = texture(screen_texture, screen_uv);
|
||||
vec3 color = screen.rgb;
|
||||
#if USE_CAUSTICS
|
||||
color += vec3(pow(caustics * caustics_strength, vec3(2.0)));
|
||||
#endif
|
||||
color = mix(flat_color, color, 0.4 * depth);
|
||||
color = mix(color, surface_color.rgb, wave * wave_highlight);
|
||||
color = mix(color, foam_color.rgb, foam);
|
||||
|
||||
#if !USE_UNSHADED
|
||||
vec3 wave_normal_map = sample_wave_normal(world_pos.xz, world_wave_velocity, wave);
|
||||
NORMAL_MAP = wave_normal_map;
|
||||
#endif
|
||||
|
||||
ROUGHNESS = mix(surface_roughness, foam_roughness, foam);
|
||||
|
||||
ALBEDO = color;
|
||||
}
|
||||
|
||||
#if USE_STYLIZED_LIGHTING && !USE_UNSHADED
|
||||
void light(){
|
||||
float ndotl = dot(NORMAL, LIGHT) * ATTENUATION;
|
||||
//ndotl = smoothstep(0.0,1.0-ROUGHNESS,ndotl);
|
||||
float light = ndotl;
|
||||
|
||||
float light_mult = light * diffuse_steps;
|
||||
float light_step_base = floor(light_mult);
|
||||
float light_factor = light_mult - light_step_base;
|
||||
|
||||
light_factor = smoothstep(0.5 - diffuse_smoothness * 0.5, 0.5 + diffuse_smoothness * 0.5, light_factor);
|
||||
light = (light_step_base + light_factor) / diffuse_steps;
|
||||
|
||||
DIFFUSE_LIGHT += (LIGHT_COLOR+ALBEDO) * light / PI;
|
||||
|
||||
float roughness = mix(0.01, 0.99, ROUGHNESS);
|
||||
vec3 h = normalize(VIEW + LIGHT);
|
||||
float ndoth = clamp(dot(NORMAL, h), 0.0, 1.0) * ATTENUATION;
|
||||
float specular = clamp(pow(ndoth, 16.0/(roughness)), 0.1, 0.99);
|
||||
specular = mix(pow(specular, 2.0-roughness),0.00,pow(roughness, 0.1));
|
||||
|
||||
float specular_mult = specular * specular_steps;
|
||||
float specular_step_base = floor(specular_mult);
|
||||
float specular_factor = specular_mult - specular_step_base;
|
||||
|
||||
specular_factor = smoothstep(0.5 - specular_smoothness * 0.5, 0.5 + specular_smoothness * 0.5, specular_factor);
|
||||
specular = (specular_step_base + specular_factor) / specular_steps;
|
||||
|
||||
SPECULAR_LIGHT += (LIGHT_COLOR + ALBEDO) * specular;
|
||||
}
|
||||
#endif
|
||||
1
core/daynight/water_river.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cb12c2j8rfu6a
|
||||
@@ -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
|
||||
@@ -33,12 +34,15 @@ var rain_tween: Tween
|
||||
var rain_audio_tween: Tween
|
||||
var puddle_tween: Tween
|
||||
var puddle_amount: float = 0.0
|
||||
var clouds_tween: Tween
|
||||
|
||||
var snow_tween: Tween
|
||||
var snow_weather_tween: Tween
|
||||
var snow_particles_tween: Tween
|
||||
var is_snowing: bool = false
|
||||
var is_snow_accumulated: bool = false
|
||||
var actual_snow_amount: float = 0.0
|
||||
var snow_weather_amount: float = 0.0
|
||||
|
||||
var is_storm: bool = false
|
||||
var cold_tween: Tween
|
||||
@@ -49,10 +53,13 @@ var current_wind_speed: float = 0.0
|
||||
var current_wind_strength: float = 0.0
|
||||
var current_wind_fade: float = 0.0
|
||||
var max_wind_amount: int = 0
|
||||
var random_weather_restore_tween: Tween
|
||||
var random_event_remaining: float = 0.0
|
||||
var random_event_label_seconds: int = -1
|
||||
|
||||
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
|
||||
@@ -63,6 +70,7 @@ func _init(wind: GPUParticles3D, snow: GPUParticles3D,
|
||||
sun = thesun
|
||||
environment_dust = dust
|
||||
blur = blurr
|
||||
fog = thefog
|
||||
environment_shadows = envshadows
|
||||
environment = theenvironment
|
||||
environment_config = environmentconfig
|
||||
@@ -86,6 +94,7 @@ 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:
|
||||
@@ -98,13 +107,17 @@ func _ready() -> void:
|
||||
UIEvents.toggle_snow.connect(toggle_snow)
|
||||
UIEvents.toggle_wind.connect(toggle_wind)
|
||||
UIEvents.wind_change.connect(change_wind_strength)
|
||||
UIEvents.trigger_random_weather.connect(trigger_random_weather_event)
|
||||
UIEvents.toggle_fireflies.connect(toggle_fireflies)
|
||||
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()
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
_update_random_event_label(delta)
|
||||
|
||||
_follow_camera()
|
||||
|
||||
@@ -122,6 +135,7 @@ 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:
|
||||
@@ -149,6 +163,7 @@ 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
|
||||
@@ -162,6 +177,7 @@ 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
|
||||
@@ -173,11 +189,12 @@ 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)
|
||||
final_sky_horizon = final_sky_horizon.lerp(final_sky_horizon * environment_config.snow_mode_color, actual_snow_amount)
|
||||
final_fog_color = final_fog_color.lerp(final_fog_color * environment_config.snow_mode_color, actual_snow_amount)
|
||||
final_tint = final_tint.lerp(final_tint * environment_config.snow_mode_color, snow_weather_amount)
|
||||
final_sky_top = final_sky_top.lerp(final_sky_top * environment_config.snow_mode_color, snow_weather_amount)
|
||||
final_sky_horizon = final_sky_horizon.lerp(final_sky_horizon * environment_config.snow_mode_color, snow_weather_amount)
|
||||
final_fog_color = final_fog_color.lerp(final_fog_color * environment_config.snow_mode_color, snow_weather_amount)
|
||||
|
||||
#Shader parameters for global trunk_shader
|
||||
var final_grad_top = base_grad_top.lerp(base_grad_top * weather_color, clamp(rain_intensity, 0.0, 1.0))
|
||||
@@ -186,12 +203,13 @@ 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)
|
||||
|
||||
#Snow exposure compensation
|
||||
var snow_light_attenuation = lerp(1.0, 0.55, actual_snow_amount * (1.0 - night_val))
|
||||
var snow_glow_attenuation = lerp(1.0, 0.5, actual_snow_amount)
|
||||
var snow_light_attenuation = lerp(1.0, 0.55, snow_weather_amount * (1.0 - night_val))
|
||||
var snow_glow_attenuation = lerp(1.0, 0.5, snow_weather_amount)
|
||||
var final_bloom = lerp(base_bloom, base_bloom * 0.5, rain_intensity) * snow_glow_attenuation
|
||||
|
||||
# We calculate the final exposure by applying snow damping directly to the camera exposure
|
||||
@@ -232,16 +250,37 @@ func _process(delta: float) -> void:
|
||||
sky_mat.set_shader_parameter("sun_color", final_tint)
|
||||
sky_mat.set_shader_parameter("night_intensity", night_val)
|
||||
|
||||
var cloud_density_amount: float = maxf(clamp(rain_intensity, 0.0, 1.0), clamp(snow_weather_amount, 0.0, 1.0))
|
||||
var current_cloud_density: float = lerp(environment_config.base_cloud_density, environment_config.rain_cloud_density, cloud_density_amount)
|
||||
|
||||
if environment_config.material_clouds:
|
||||
var current_density = lerp(0.4, 1.0, rain_intensity)
|
||||
environment_config.material_clouds.set_shader_parameter("cloud_density", current_density)
|
||||
var current_sharpness = lerp(0.14, 0.0, rain_intensity)
|
||||
environment_config.material_clouds.set_shader_parameter("cloud_density", current_cloud_density)
|
||||
var current_sharpness = lerp(0.14, 0.0, cloud_density_amount)
|
||||
environment_config.material_clouds.set_shader_parameter("center_sharpness", current_sharpness)
|
||||
|
||||
var env_shadow_mat = environment_shadows.get_surface_override_material(0) if environment_shadows else null
|
||||
if env_shadow_mat:
|
||||
env_shadow_mat.set_shader_parameter("cloud_density", current_cloud_density)
|
||||
|
||||
if environment_config.material_fog:
|
||||
environment_config.material_fog.set_shader_parameter("fog_color", final_fog_color)
|
||||
environment_config.material_fog.set_shader_parameter("fog_density", clamp(final_fog_density * 25.0, 0.0, 1.0))
|
||||
environment_config.material_fog.set_shader_parameter("night_intensity", night_val)
|
||||
environment_config.material_fog.set_shader_parameter("sun_color", final_tint)
|
||||
|
||||
if fog:
|
||||
for child in fog.get_children():
|
||||
var fog_mesh := child as MeshInstance3D
|
||||
if fog_mesh == null:
|
||||
continue
|
||||
var fog_material := fog_mesh.get_surface_override_material(0) as ShaderMaterial
|
||||
if fog_material == null:
|
||||
continue
|
||||
fog_material.set_shader_parameter("fog_color", final_fog_color)
|
||||
fog_material.set_shader_parameter("fog_density", clamp(final_fog_density * 25.0, 0.0, 1.0))
|
||||
fog_material.set_shader_parameter("night_intensity", night_val)
|
||||
fog_material.set_shader_parameter("sun_color", final_tint)
|
||||
|
||||
func create_sound_players():
|
||||
rain_audio_player = AudioStreamPlayer.new()
|
||||
rain_audio_player.name = "RainAudioPlayer"
|
||||
@@ -265,6 +304,23 @@ 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:
|
||||
@@ -277,6 +333,12 @@ 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
|
||||
@@ -307,6 +369,7 @@ func toggle_wind(value: bool):
|
||||
particles_wind.emitting = is_windy
|
||||
|
||||
_apply_wind_state()
|
||||
_emit_weather_event_label()
|
||||
|
||||
#disable wind and set default values and materials
|
||||
func init_wind():
|
||||
@@ -410,6 +473,67 @@ func _update_wind_amount_from_strength(value: float) -> void:
|
||||
|
||||
environment_config.wind_amount = roundi(max_wind_amount * amount_ratio)
|
||||
|
||||
func trigger_random_weather_event(duration: float = 0.0) -> void:
|
||||
if random_weather_restore_tween and random_weather_restore_tween.is_valid():
|
||||
random_weather_restore_tween.kill()
|
||||
random_event_remaining = 0.0
|
||||
random_event_label_seconds = -1
|
||||
|
||||
var previous_rain: bool = is_raining
|
||||
var previous_snow: bool = is_snowing
|
||||
var previous_wind: bool = is_windy
|
||||
var previous_storm: bool = is_storm
|
||||
var random_event_index: int = randi_range(0, 3)
|
||||
match random_event_index:
|
||||
0:
|
||||
_apply_weather_event_state(false, true, false, false)
|
||||
1:
|
||||
_apply_weather_event_state(true, false, false, false)
|
||||
2:
|
||||
_apply_weather_event_state(false, false, true, false)
|
||||
_:
|
||||
_apply_weather_event_state(true, false, false, true)
|
||||
|
||||
if duration > 0.0:
|
||||
random_event_remaining = duration
|
||||
_emit_weather_event_label()
|
||||
random_weather_restore_tween = create_tween()
|
||||
random_weather_restore_tween.tween_interval(duration)
|
||||
random_weather_restore_tween.tween_callback(func():
|
||||
random_event_remaining = 0.0
|
||||
random_event_label_seconds = -1
|
||||
_apply_weather_event_state(previous_rain, previous_snow, previous_wind, previous_storm)
|
||||
)
|
||||
|
||||
func _update_random_event_label(delta: float) -> void:
|
||||
if random_event_remaining <= 0.0:
|
||||
return
|
||||
|
||||
random_event_remaining = maxf(random_event_remaining - delta, 0.0)
|
||||
var display_seconds: int = ceili(random_event_remaining)
|
||||
if display_seconds != random_event_label_seconds:
|
||||
random_event_label_seconds = display_seconds
|
||||
_emit_weather_event_label()
|
||||
|
||||
func _apply_weather_event_state(rain_enabled: bool, snow_enabled: bool, wind_enabled: bool, storm_enabled: bool = false) -> void:
|
||||
if is_storm and not storm_enabled:
|
||||
toggle_storm(false)
|
||||
if is_raining and not rain_enabled:
|
||||
toggle_rain(false)
|
||||
if is_snowing and not snow_enabled:
|
||||
toggle_snow(false)
|
||||
if is_windy and not wind_enabled:
|
||||
toggle_wind(false)
|
||||
|
||||
if not is_raining and rain_enabled:
|
||||
toggle_rain(true)
|
||||
if not is_snowing and snow_enabled:
|
||||
toggle_snow(true)
|
||||
if not is_windy and wind_enabled:
|
||||
toggle_wind(true)
|
||||
if not is_storm and storm_enabled:
|
||||
toggle_storm(true)
|
||||
|
||||
func _apply_cloud_config() -> void:
|
||||
var dir = environment_config.wind_direction
|
||||
var cloud_scale = environment_config.cloud_scale
|
||||
@@ -441,6 +565,7 @@ func _apply_cloud_config() -> void:
|
||||
|
||||
func toggle_storm(value: bool):
|
||||
is_storm = value
|
||||
_emit_weather_event_label()
|
||||
|
||||
#set lightning
|
||||
func init_lightning():
|
||||
@@ -554,6 +679,7 @@ func toggle_rain(value: bool):
|
||||
is_raining = value
|
||||
|
||||
if not particles_rain:
|
||||
_emit_weather_event_label()
|
||||
return
|
||||
|
||||
if is_raining and is_snowing:
|
||||
@@ -587,6 +713,7 @@ func toggle_rain(value: bool):
|
||||
trigger_after_rain())
|
||||
puddle_tween = create_tween()
|
||||
puddle_tween.tween_method(set_puddle_amount, puddle_amount, 0.0, environment_config.puddle_dry_time)
|
||||
_emit_weather_event_label()
|
||||
|
||||
func trigger_morning() -> void:
|
||||
spawn_single_godray()
|
||||
@@ -683,12 +810,47 @@ func toggle_snow(value: bool):
|
||||
var target_snow_amount: float = 1.0 if is_snowing else 0.0
|
||||
if snow_tween and snow_tween.is_valid():
|
||||
snow_tween.kill()
|
||||
if snow_weather_tween and snow_weather_tween.is_valid():
|
||||
snow_weather_tween.kill()
|
||||
var snow_amount_transition_duration: float = _get_snow_amount_transition_duration(is_snowing)
|
||||
snow_tween = create_tween()
|
||||
snow_tween.tween_method(init_snow_amount, actual_snow_amount, target_snow_amount, environment_config.snow_transaction_time)
|
||||
snow_tween.tween_method(
|
||||
init_snow_amount,
|
||||
actual_snow_amount,
|
||||
target_snow_amount,
|
||||
snow_amount_transition_duration
|
||||
)
|
||||
snow_weather_tween = create_tween()
|
||||
snow_weather_tween.tween_method(
|
||||
init_snow_weather_amount,
|
||||
snow_weather_amount,
|
||||
target_snow_amount,
|
||||
environment_config.snow_fade_time
|
||||
)
|
||||
_emit_weather_event_label()
|
||||
|
||||
func _emit_weather_event_label() -> void:
|
||||
var weather_label := "Weather: Clear"
|
||||
if is_storm:
|
||||
weather_label = "Weather: Storm"
|
||||
else:
|
||||
var active_events: Array[String] = []
|
||||
if is_snowing:
|
||||
active_events.append("Snow")
|
||||
if is_raining:
|
||||
active_events.append("Rain")
|
||||
if is_windy:
|
||||
active_events.append("Wind")
|
||||
if not active_events.is_empty():
|
||||
weather_label = "Weather: %s" % " + ".join(active_events)
|
||||
if random_event_remaining > 0.0:
|
||||
weather_label += " (%s'')" % ceili(random_event_remaining)
|
||||
UIEvents.weather_event_changed.emit(weather_label)
|
||||
|
||||
#disable snow and set default values and shader
|
||||
func init_snow(value: float = 0.0):
|
||||
actual_snow_amount = value
|
||||
snow_weather_amount = value
|
||||
RenderingServer.global_shader_parameter_set("global_snow_amount", value)
|
||||
|
||||
if particles_snow:
|
||||
@@ -699,6 +861,13 @@ func init_snow(value: float = 0.0):
|
||||
RenderingServer.global_shader_parameter_set("global_snow_color", environment_config.snow_color)
|
||||
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", 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)
|
||||
RenderingServer.global_shader_parameter_set("global_snow_cap_noise_scale", environment_config.snow_cap_noise_scale)
|
||||
RenderingServer.global_shader_parameter_set("global_snow_cap_noise_strength", environment_config.snow_cap_noise_strength)
|
||||
RenderingServer.global_shader_parameter_set("global_snow_start_time", -1.0)
|
||||
RenderingServer.global_shader_parameter_set("global_snow_melt_time", -1.0)
|
||||
|
||||
@@ -706,6 +875,9 @@ func init_snow_amount(value: float):
|
||||
actual_snow_amount = value
|
||||
RenderingServer.global_shader_parameter_set("global_snow_amount", value)
|
||||
|
||||
func init_snow_weather_amount(value: float):
|
||||
snow_weather_amount = value
|
||||
|
||||
func start_snow_accumulation() -> void:
|
||||
RenderingServer.global_shader_parameter_set("global_snow_melt_time", -1.0)
|
||||
RenderingServer.global_shader_parameter_set("global_snow_start_time", Time.get_ticks_msec() / 1000.0)
|
||||
@@ -714,6 +886,18 @@ func start_snow_melt() -> void:
|
||||
RenderingServer.global_shader_parameter_set("global_snow_melt_time", Time.get_ticks_msec() / 1000.0)
|
||||
RenderingServer.global_shader_parameter_set("global_snow_melt_speed", environment_config.snow_melt_speed)
|
||||
|
||||
func _get_snow_amount_transition_duration(is_accumulating: bool) -> float:
|
||||
if environment_config == null:
|
||||
return 0.0
|
||||
|
||||
var speed: float = environment_config.snow_melt_speed
|
||||
if is_accumulating:
|
||||
speed = environment_config.snow_accumulation_speed
|
||||
if speed <= 0.0:
|
||||
return environment_config.snow_transaction_time
|
||||
|
||||
return 1.0 / speed
|
||||
|
||||
#endregion
|
||||
|
||||
#region Post-Process
|
||||
@@ -728,6 +912,10 @@ 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
|
||||
|
||||
@@ -3,11 +3,19 @@ render_mode blend_mix, depth_draw_never;
|
||||
|
||||
//Snow globals
|
||||
global uniform float global_snow_start_time = -1.0;
|
||||
global uniform float global_snow_accumulation_speed = 0.1;
|
||||
global uniform float global_snow_accumulation_speed = 0.005;
|
||||
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 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;
|
||||
global uniform float global_snow_cap_noise_scale = 0.22;
|
||||
global uniform float global_snow_cap_noise_strength = 0.18;
|
||||
uniform float snow_noise_scale : hint_range(0.01, 1.0) = 0.15;
|
||||
uniform float snow_edge_softness : hint_range(0.01, 0.5) = 0.2;
|
||||
uniform float snow_roughness_variation : hint_range(0.0, 0.3) = 0.15;
|
||||
@@ -29,6 +37,55 @@ uniform float puddle_threshold : hint_range(0.0, 0.8) = 0.45;
|
||||
|
||||
uniform sampler2D noise_texture : filter_linear_mipmap, repeat_enable;
|
||||
|
||||
varying float v_snow_amount;
|
||||
varying float v_snow_cap_mask;
|
||||
|
||||
float hash(vec2 p) {
|
||||
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
|
||||
}
|
||||
|
||||
float value_noise(vec2 p) {
|
||||
vec2 i = floor(p);
|
||||
vec2 f = fract(p);
|
||||
vec2 u = f * f * (3.0 - 2.0 * f);
|
||||
|
||||
float a = hash(i);
|
||||
float b = hash(i + vec2(1.0, 0.0));
|
||||
float c = hash(i + vec2(0.0, 1.0));
|
||||
float d = hash(i + vec2(1.0, 1.0));
|
||||
|
||||
return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
|
||||
}
|
||||
|
||||
float fbm(vec2 p) {
|
||||
float value = 0.0;
|
||||
float amplitude = 0.5;
|
||||
float frequency = 1.0;
|
||||
|
||||
for (int i = 0; i < 3; i++) {
|
||||
value += value_noise(p * frequency) * amplitude;
|
||||
frequency *= 2.0;
|
||||
amplitude *= 0.5;
|
||||
}
|
||||
|
||||
return clamp(value, 0.0, 1.0);
|
||||
}
|
||||
|
||||
float get_snow_progress() {
|
||||
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
|
||||
|
||||
if (global_snow_start_time >= 0.0) {
|
||||
float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
|
||||
snow_progress = max(snow_progress, timed_progress);
|
||||
}
|
||||
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 = min(snow_progress, 1.0 - melt);
|
||||
}
|
||||
|
||||
return snow_progress;
|
||||
}
|
||||
|
||||
float ripple_ring(vec2 uv, float time_offset) {
|
||||
float d = length(uv);
|
||||
float ring = sin(d * 30.0 - TIME * ripple_speed + time_offset) * 0.5 + 0.5;
|
||||
@@ -36,6 +93,27 @@ float ripple_ring(vec2 uv, float time_offset) {
|
||||
return ring * fade;
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
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 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_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_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_accumulation * v_snow_cap_mask);
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
|
||||
vec3 world_normal = normalize((INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
|
||||
@@ -43,25 +121,24 @@ void fragment() {
|
||||
float noise_val = texture(noise_texture, world_pos.xz * snow_noise_scale).r;
|
||||
|
||||
//Snow
|
||||
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);
|
||||
}
|
||||
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);
|
||||
}
|
||||
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
|
||||
facing_up
|
||||
);
|
||||
float snow_coverage = smoothstep(0.0, 0.6, noise_val + snow_amount - 0.4);
|
||||
float snow_factor = snow_edge * snow_coverage * snow_amount;
|
||||
float flat_accumulation = smoothstep(0.0, 0.35, v_snow_cap_mask) * snow_accumulation;
|
||||
float snow_variation = mix(0.75, 1.15, noise_val);
|
||||
float snow_coverage = clamp(snow_progress * snow_variation + flat_accumulation * 0.25, 0.0, 1.0);
|
||||
float snow_factor = max(snow_edge * snow_coverage, flat_accumulation);
|
||||
float snow_opacity = clamp(snow_factor, 0.0, 1.0);
|
||||
snow_opacity = max(snow_opacity, flat_accumulation * 0.9);
|
||||
|
||||
float shade = mix(-snow_color_variation, snow_color_variation, noise_val);
|
||||
vec3 snow_albedo = clamp(global_snow_color.rgb + vec3(shade), 0.0, 1.0);
|
||||
snow_albedo = mix(snow_albedo, vec3(1.0), 0.18 + snow_opacity * 0.12);
|
||||
float snow_rough = mix(0.15 - snow_roughness_variation, 0.15 + snow_roughness_variation, noise_val);
|
||||
|
||||
//Rain
|
||||
@@ -173,7 +250,7 @@ void fragment() {
|
||||
ALBEDO = snow_albedo;
|
||||
ROUGHNESS = snow_rough;
|
||||
METALLIC = 0.0;
|
||||
ALPHA = snow_factor;
|
||||
ALPHA = snow_opacity;
|
||||
} else {
|
||||
ALBEDO = rain_albedo;
|
||||
ROUGHNESS = rain_rough;
|
||||
|
||||
@@ -2,21 +2,19 @@ shader_type spatial;
|
||||
render_mode blend_mix, depth_draw_never, cull_disabled;
|
||||
|
||||
// Snow globals
|
||||
global uniform float global_snow_start_time;
|
||||
global uniform float global_snow_accumulation_speed;
|
||||
global uniform float global_snow_melt_time;
|
||||
global uniform float global_snow_melt_speed;
|
||||
global uniform float global_snow_start_time = -1.0;
|
||||
global uniform float global_snow_accumulation_speed = 0.005;
|
||||
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 vec4 global_snow_color;
|
||||
|
||||
// Rain globals
|
||||
global uniform float global_rain_intensity;
|
||||
global uniform float global_rain_puddle_amount;
|
||||
|
||||
// Snow parameters
|
||||
uniform float snow_edge_softness : hint_range(0.01, 0.5) = 0.15;
|
||||
uniform float snow_color_variation : hint_range(0.0, 0.15) = 0.05;
|
||||
|
||||
|
||||
// Rain wetness parameters
|
||||
global uniform float global_rain_intensity;
|
||||
global uniform float global_rain_puddle_amount;
|
||||
uniform float ripple_scale : hint_range(0.1, 5.0) = 1.5;
|
||||
uniform float ripple_speed : hint_range(0.5, 5.0) = 2.0;
|
||||
uniform float ripple_layers : hint_range(1.0, 4.0) = 3.0;
|
||||
@@ -37,6 +35,21 @@ float ripple_ring(vec2 uv, float time_offset) {
|
||||
return ring * fade;
|
||||
}
|
||||
|
||||
float get_snow_progress() {
|
||||
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
|
||||
|
||||
if (global_snow_start_time >= 0.0) {
|
||||
float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
|
||||
snow_progress = max(snow_progress, timed_progress);
|
||||
}
|
||||
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 = min(snow_progress, 1.0 - melt);
|
||||
}
|
||||
|
||||
return snow_progress;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
|
||||
|
||||
@@ -44,18 +57,10 @@ void fragment() {
|
||||
float facing_up = 1.0;
|
||||
|
||||
// Snow accumulation
|
||||
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);
|
||||
}
|
||||
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);
|
||||
}
|
||||
float snow_amount = get_snow_progress();
|
||||
|
||||
// UV-based snow mask: accumulates from the top of the quad
|
||||
float top_mask = 1.0 - UV.y;
|
||||
float snow_mask = smoothstep(1.0 - snow_amount, 1.0 - snow_amount + snow_edge_softness, top_mask);
|
||||
// Plain surfaces fade in uniformly to avoid patchy strip-like accumulation.
|
||||
float snow_mask = smoothstep(0.0, 1.0, snow_amount);
|
||||
snow_mask *= step(0.01, snow_amount);
|
||||
|
||||
// Snow color with slight variation
|
||||
|
||||
@@ -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")
|
||||
|
||||
@@ -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() {
|
||||
// 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_base * global_wind_speed);
|
||||
float amplitude = base_amplitude * global_wind_speed;
|
||||
float scaled_time = (TIME + random_seed_offset) * time_scale;
|
||||
|
||||
vec2 wind_dir = normalize(global_wind_direction);
|
||||
vec2 wind_perp = vec2(-wind_dir.y, wind_dir.x); //90° perpendicular
|
||||
// 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;
|
||||
|
||||
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;
|
||||
// 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;
|
||||
}
|
||||
@@ -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")
|
||||
@@ -97,6 +98,7 @@ extends Resource
|
||||
@export var material_fog: ShaderMaterial #Fog overlay shader material
|
||||
@export var material_drops: StandardMaterial3D #Rain drops material (albedo tinted by sky)
|
||||
@export var material_clouds: ShaderMaterial #Cloud layer shader material
|
||||
@export var base_cloud_density: float = 0.4 #default cloud density
|
||||
|
||||
#Rain weather settings
|
||||
@export_group("Rain")
|
||||
@@ -105,6 +107,7 @@ extends Resource
|
||||
@export var rain_audio_volume_db: float = -10.0 #Target rain loop volume in decibels
|
||||
@export var puddle_form_time: float = 15.0 #Seconds for puddles to fully form
|
||||
@export var puddle_dry_time: float = 20.0 #Seconds for puddles to fully dry after rain stops
|
||||
@export var rain_cloud_density: float = 1.0 #the cloud density when is rainy
|
||||
|
||||
#Storm settings (applied on top of rain when storm is active)
|
||||
@export_group("Storm")
|
||||
@@ -133,15 +136,27 @@ extends Resource
|
||||
@export var godray_spawn_height: float = 5.0 #Y world position where god rays spawn
|
||||
@export var godray_scale: Vector3 = Vector3(2.0, 6.0, 2.0) #Scale of the god ray mesh
|
||||
|
||||
#Train start settings
|
||||
@export_group("Train Start")
|
||||
@export var train_start_from_random_position: bool = true #When enabled the train starts from a random offset on the rail curve instead of a stop
|
||||
@export_range(0, 64, 1, "or_greater") var train_start_stop_index: int = 1 #Stop index used for the train start when random start is disabled
|
||||
|
||||
#Snow settings
|
||||
@export_group("Snow")
|
||||
@export var snow_amount: float = 0.0 #Initial snow coverage amount (0.0 = none, 1.0 = full)
|
||||
@export var snow_transaction_time: float = 10.0 #Seconds for snow shader to fully transition in/out
|
||||
@export var snow_fade_time: float = 5.0 #Seconds for snow particles to fade in/out
|
||||
@export var snow_threshold: float = 0.4 #Normal Y threshold for snow accumulation on surfaces
|
||||
@export var snow_accumulation_speed: float = 0.02 #Accumulation speed: 0.1 -> 10s, 0.05 -> 20s, 0.02 -> 50s, 0.2 -> 5s
|
||||
@export var snow_accumulation_speed: float = 0.005 #Accumulation speed: 0.005 -> ~200s, 0.01 -> 100s, 0.02 -> 50s
|
||||
@export var snow_melt_speed: float = 0.05 #Speed at which accumulated snow melts away
|
||||
@export var show_snow_accumulation_volume: bool = true #Enables vertex snow buildup; when false snow only changes surface color
|
||||
@export var snow_max_accumulation: float = 0.25 #Maximum accumulated snow factor applied to coverage and thickness
|
||||
@export var snow_color: Color = Color(0.9, 0.95, 1.0) #Albedo color of snow on surfaces
|
||||
@export var snow_cap_height: float = 0.03 #Maximum snow thickness extruded on flat surfaces
|
||||
@export var snow_cap_flatness_start: float = 0.85 #Surface normal Y where cap buildup starts
|
||||
@export var snow_cap_flatness_end: float = 0.96 #Surface normal Y where cap buildup reaches full effect
|
||||
@export var snow_cap_noise_scale: float = 0.22 #Noise scale used to vary the snow cap silhouette
|
||||
@export var snow_cap_noise_strength: float = 0.12 #How much the cap noise changes the accumulated thickness
|
||||
@export var snow_mode_color: Color = Color(0.556, 0.62, 0.683, 1.0) #Sky/light darkening color during snow
|
||||
|
||||
#Wind settings
|
||||
@@ -152,7 +167,7 @@ extends Resource
|
||||
@export var wind_direction: Vector2 = Vector2(0.5, 0.4) #Global wind direction (XZ)
|
||||
@export var wind_speed: float = 0.2 #Global wind animation speed
|
||||
@export var wind_scale: float = 0.025 #Global wind noise scale
|
||||
@export var wind_strength: float = 0.6 #Global wind displacement strength
|
||||
@export var wind_strength: float = 0.3 #Global wind displacement strength
|
||||
@export var cloud_scale: float = 0.5 #Cloud noise scale in sky shader
|
||||
@export var cloud_speed: float = 0.05 #Cloud movement speed in sky shader
|
||||
@export_range(0.01, 1.0) var cloud_scale_envshadows_rate: float = 0.01 #Cloud scale multiplier for environment shadows
|
||||
@@ -164,3 +179,14 @@ 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
|
||||
|
||||
#Random events
|
||||
@export_group("Random Events")
|
||||
@export var random_event_duration: float = 30.0 #Duration time for random event
|
||||
|
||||
29
core/game_menu/arrow_button.gd
Normal file
@@ -0,0 +1,29 @@
|
||||
@tool
|
||||
extends Control
|
||||
|
||||
class_name ArrowButton
|
||||
|
||||
signal on_pressed
|
||||
|
||||
@export var image: Texture:
|
||||
set(value):
|
||||
image = value
|
||||
if is_inside_tree() and has_node("%Texture"):
|
||||
$%Texture.texture = image
|
||||
|
||||
@export var flip_h: bool = false:
|
||||
set(value):
|
||||
flip_h = value
|
||||
if is_inside_tree() and has_node("%Texture"):
|
||||
if $%Texture != null:
|
||||
$%Texture.flip_h = flip_h
|
||||
|
||||
func _ready():
|
||||
if image != null and has_node("%Texture"):
|
||||
$%Texture.texture = image
|
||||
$%Texture.flip_h = flip_h
|
||||
|
||||
|
||||
func _on_gui_input(event: InputEvent) -> void:
|
||||
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
|
||||
on_pressed.emit()
|
||||
1
core/game_menu/arrow_button.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://3uxuhvua1036
|
||||
38
core/game_menu/arrow_button.tscn
Normal file
@@ -0,0 +1,38 @@
|
||||
[gd_scene format=3 uid="uid://dm3skv22c60tm"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://cm7fok7lhrano" path="res://core/game_menu/assets/page_1/freccetta.png" id="1_vbu0v"]
|
||||
[ext_resource type="Script" uid="uid://3uxuhvua1036" path="res://core/game_menu/arrow_button.gd" id="2_xq7pl"]
|
||||
[ext_resource type="PackedScene" uid="uid://dxun0jk5t0n6" path="res://core/game_menu/hoover_tween.tscn" id="3_hu4cn"]
|
||||
|
||||
[node name="ArrowButton" type="Control" unique_id=1696751730]
|
||||
custom_minimum_size = Vector2(101, 124)
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
pivot_offset = Vector2(0.5, 0.5)
|
||||
script = ExtResource("2_xq7pl")
|
||||
image = ExtResource("1_vbu0v")
|
||||
|
||||
[node name="Texture" type="TextureRect" parent="." unique_id=91599097]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 1
|
||||
anchors_preset = -1
|
||||
anchor_left = 0.47369793
|
||||
anchor_top = 0.4425926
|
||||
anchor_right = 0.5263021
|
||||
anchor_bottom = 0.5574074
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
pivot_offset_ratio = Vector2(0.5, 0.5)
|
||||
mouse_filter = 2
|
||||
texture = ExtResource("1_vbu0v")
|
||||
metadata/_edit_use_anchors_ = true
|
||||
|
||||
[node name="HooverTween" parent="." unique_id=2115829120 node_paths=PackedStringArray("detector_node", "visual_node") instance=ExtResource("3_hu4cn")]
|
||||
detector_node = NodePath("..")
|
||||
visual_node = NodePath("../Texture")
|
||||
|
||||
[connection signal="gui_input" from="." to="." method="_on_gui_input"]
|
||||
BIN
core/game_menu/assets/page_1/chooseyourbiome_text.png
Normal file
|
After Width: | Height: | Size: 19 KiB |
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Normal file
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Normal file
|
After Width: | Height: | Size: 19 KiB |
40
core/game_menu/assets/page_1/chooseyourtrain_text.png.import
Normal file
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roughness/src_normal=""
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||||
process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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||||
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|
||||
process/hdr_clamp_exposure=false
|
||||
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detect_3d/compress_to=1
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core/game_menu/assets/page_1/color_dx_biome.png
Normal file
|
After Width: | Height: | Size: 42 KiB |
40
core/game_menu/assets/page_1/color_dx_biome.png.import
Normal file
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Normal file
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core/game_menu/assets/page_1/color_main_biome.png.import
Normal file
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core/game_menu/assets/page_1/color_sx_biome.png
Normal file
|
After Width: | Height: | Size: 48 KiB |
40
core/game_menu/assets/page_1/color_sx_biome.png.import
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Normal file
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After Width: | Height: | Size: 147 B |
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Normal file
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