2 Commits

226 changed files with 3800 additions and 7007 deletions

View File

@@ -1,14 +0,0 @@
[gd_scene format=3 uid="uid://cescrovsjlwke"]
[ext_resource type="Script" uid="uid://bnh1y560h55vc" path="res://core/audio/settings/audio_option.gd" id="1_orafl"]
[node name="AudioOption" type="VBoxContainer" unique_id=1509773712]
custom_minimum_size = Vector2(300, 0)
script = ExtResource("1_orafl")
[node name="Label" type="Label" parent="." unique_id=781845786]
layout_mode = 2
text = "Master Volume"
[node name="HSlider" type="HSlider" parent="." unique_id=1286896253]
layout_mode = 2

View File

@@ -1,74 +0,0 @@
[gd_scene format=3 uid="uid://caqf471x0kttc"]
[ext_resource type="Script" uid="uid://cvr25q1blyxg" path="res://core/audio/settings/settings_menu.gd" id="1_4lekq"]
[ext_resource type="PackedScene" uid="uid://cescrovsjlwke" path="res://core/audio/settings/audio_option.tscn" id="1_hwcco"]
[node name="SettingsMenu" type="Control" unique_id=1639777294]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_4lekq")
[node name="PanelContainer" type="PanelContainer" parent="." unique_id=315821242]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -79.5
offset_top = -110.0
offset_right = 79.5
offset_bottom = 110.0
grow_horizontal = 2
grow_vertical = 2
[node name="MarginContainer" type="MarginContainer" parent="PanelContainer" unique_id=648635784]
layout_mode = 2
size_flags_vertical = 0
theme_override_constants/margin_left = 12
theme_override_constants/margin_top = 12
theme_override_constants/margin_right = 12
theme_override_constants/margin_bottom = 12
[node name="AudioOptionsContainer" type="VBoxContainer" parent="PanelContainer/MarginContainer" unique_id=824023653]
unique_name_in_owner = true
layout_mode = 2
theme_override_constants/separation = 12
[node name="MasterVolume_AudioOption" parent="PanelContainer/MarginContainer/AudioOptionsContainer" unique_id=1509773712 instance=ExtResource("1_hwcco")]
layout_mode = 2
[node name="HSeparator" type="HSeparator" parent="PanelContainer/MarginContainer/AudioOptionsContainer" unique_id=1053430754]
layout_mode = 2
[node name="MusicVolume_AudioOption" parent="PanelContainer/MarginContainer/AudioOptionsContainer" unique_id=690924616 instance=ExtResource("1_hwcco")]
layout_mode = 2
bus_name = &"Music"
label_text = "Music Volume"
[node name="HSeparator2" type="HSeparator" parent="PanelContainer/MarginContainer/AudioOptionsContainer" unique_id=453716295]
layout_mode = 2
[node name="SFXVolume_AudioOption" parent="PanelContainer/MarginContainer/AudioOptionsContainer" unique_id=2096291127 instance=ExtResource("1_hwcco")]
layout_mode = 2
bus_name = &"SFX"
label_text = "SFX Volume"
[node name="HSeparator3" type="HSeparator" parent="PanelContainer/MarginContainer/AudioOptionsContainer" unique_id=498553283]
layout_mode = 2
[node name="ResetToDefault_Button" type="Button" parent="PanelContainer/MarginContainer/AudioOptionsContainer" unique_id=720420423]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 0
text = "Reset To Default"
[node name="Close_Button" type="Button" parent="PanelContainer/MarginContainer/AudioOptionsContainer" unique_id=1137906684]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 0
text = "Close"

View File

@@ -8,19 +8,6 @@ const CHUNK_GENERATION_STEPS_PER_FRAME: int = 2
const CHUNK_CLEANUP_STEPS_PER_FRAME: int = 4
const LAMPPOST_WIRE_STEPS_PER_FRAME: int = 1
const RAILWAY_SCENE_DIRECTORY: String = "res://tgcc/chunk/railway/scene"
const RIVER_SIDE_ORDER: Array[String] = ["north", "est", "south", "west"]
const RIVER_DIRECTIONS: Dictionary = {
"north": Vector2(0.0, -1.0),
"est": Vector2(1.0, 0.0),
"south": Vector2(0.0, 1.0),
"west": Vector2(-1.0, 0.0),
}
const RIVER_NEIGHBOUR_OFFSETS: Dictionary = {
"north": Vector2i(0, -1),
"est": Vector2i(1, 0),
"south": Vector2i(0, 1),
"west": Vector2i(-1, 0),
}
@export_group("Rails")
@export var rail_path: Path3D
@@ -629,15 +616,11 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
var have_lamppost = false
if info_new != null and "have_lamppost" in info_new:
have_lamppost = info_new.have_lamppost
var river_flow_direction = _calculate_river_flow_direction(grid_pos, choise.data["river_connections"])
_apply_river_flow_direction(new_chunk, river_flow_direction)
board[grid_pos] = {
"type": "bioma",
"exit": choise.data["connections"],
"river_exit": choise.data["river_connections"],
"river_flow_direction": river_flow_direction,
"heights": choise.data["heights"],
"node": new_chunk,
"info": info_new,
@@ -664,109 +647,12 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
"type": "biome",
"exit": {"north":false, "est":false, "south":false, "west":false},
"river_exit": {"north":false, "est":false, "south":false, "west":false},
"river_flow_direction": Vector2.ZERO,
"heights": safe_heights,
"node": backup,
"info": info_backup,
"have_lamppost": false
}
func _calculate_river_flow_direction(grid_pos: Vector2i, river_connections: Dictionary) -> Vector2:
var connected_sides: Array[String] = []
for side in RIVER_SIDE_ORDER:
if river_connections.has(side) and river_connections[side]:
connected_sides.append(side)
if connected_sides.is_empty():
return Vector2.ZERO
var neighbour_flow = _get_connected_neighbour_river_flow(grid_pos, connected_sides)
if not neighbour_flow.is_zero_approx():
var continued_flow = _continue_river_flow_from_neighbour(grid_pos, connected_sides, neighbour_flow)
if not continued_flow.is_zero_approx():
return continued_flow.normalized()
var default_flow = _get_default_river_flow(connected_sides)
if default_flow.is_zero_approx():
return Vector2.ZERO
return default_flow.normalized()
func _get_connected_neighbour_river_flow(grid_pos: Vector2i, connected_sides: Array[String]) -> Vector2:
for side in connected_sides:
var neighbour_pos: Vector2i = grid_pos + RIVER_NEIGHBOUR_OFFSETS[side]
if not board.has(neighbour_pos):
continue
var neighbour = board[neighbour_pos]
if not neighbour.has("river_flow_direction"):
continue
var neighbour_flow: Vector2 = neighbour["river_flow_direction"]
if not neighbour_flow.is_zero_approx():
return neighbour_flow.normalized()
return Vector2.ZERO
func _continue_river_flow_from_neighbour(grid_pos: Vector2i, connected_sides: Array[String], neighbour_flow: Vector2) -> Vector2:
for side in connected_sides:
var neighbour_pos: Vector2i = grid_pos + RIVER_NEIGHBOUR_OFFSETS[side]
if not board.has(neighbour_pos):
continue
var neighbour = board[neighbour_pos]
if not neighbour.has("river_flow_direction"):
continue
var side_direction: Vector2 = RIVER_DIRECTIONS[side]
var neighbour_direction: Vector2 = neighbour["river_flow_direction"]
if neighbour_direction.is_zero_approx():
continue
neighbour_direction = neighbour_direction.normalized()
var other_sides = connected_sides.duplicate()
other_sides.erase(side)
if other_sides.is_empty():
return neighbour_direction
var other_direction = _get_average_river_side_direction(other_sides)
if neighbour_direction.dot(-side_direction) > 0.25:
return other_direction - side_direction
if neighbour_direction.dot(side_direction) > 0.25:
return side_direction - other_direction
var default_flow = _get_default_river_flow(connected_sides)
if default_flow.dot(neighbour_flow) < 0.0:
return -default_flow
return default_flow
func _get_default_river_flow(connected_sides: Array[String]) -> Vector2:
if connected_sides.size() == 1:
return RIVER_DIRECTIONS[connected_sides[0]]
if connected_sides.has("north") and connected_sides.has("south"):
return Vector2(0.0, 1.0)
if connected_sides.has("est") and connected_sides.has("west"):
return Vector2(1.0, 0.0)
var start_direction: Vector2 = RIVER_DIRECTIONS[connected_sides[0]]
var end_direction = _get_average_river_side_direction(connected_sides.slice(1))
return end_direction - start_direction
func _get_average_river_side_direction(sides: Array[String]) -> Vector2:
var direction := Vector2.ZERO
for side in sides:
direction += RIVER_DIRECTIONS[side]
if direction.is_zero_approx():
return Vector2.ZERO
return direction / float(sides.size())
func _apply_river_flow_direction(root: Node, flow_direction: Vector2) -> void:
if flow_direction.is_zero_approx():
return
_set_river_flow_direction_recursive(root, flow_direction.normalized())
func _set_river_flow_direction_recursive(node: Node, flow_direction: Vector2) -> void:
if node is MeshInstance3D and node.name.begins_with("Water_F"):
var mesh_instance := node as MeshInstance3D
mesh_instance.set_instance_shader_parameter("river_flow_direction", flow_direction)
for child in node.get_children():
_set_river_flow_direction_recursive(child, flow_direction)
func _needed_connection(near_pos: Vector2i, side_needed: String) -> int:
if not board.has(near_pos):
_register_cell_with_ray(near_pos)

View File

@@ -32,7 +32,6 @@ 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
@@ -81,7 +80,7 @@ lightning_min = 2
lightning_max = 4
lightning_scale_min = 2.0
lightning_scale_max = 5.0
godray_max_rain = 30
godray_max_rain = 60
godray_spawn_radius = 100.0
godray_spawn_offset = Vector3(20, 80, 20)
godray_rotation_degrees = Vector3(50, 30, 0)
@@ -262,7 +261,6 @@ 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

View File

@@ -3,6 +3,7 @@ extends Node3D
const NOISE_TEXTURE: Texture2D = preload("res://core/daynight/noise.tres")
const WEATHER_SHADER: Material = preload("res://core/daynight/weather_overlay.tres")
const WEATHER_PLAIN_SHADER: Material = preload("res://core/daynight/weather_plain_shader.tres")
const DYNAMIC_ENVIRONMENT_UPDATES_PER_FRAME: int = 2 #how many update of the environment (apply materials) will be done per frame
@export var environment_config: EnvironmentConfig
@@ -133,7 +134,7 @@ func _apply_dynamic_environment_materials(node: Node) -> void:
_apply_weather_overlay_to_node(node, WEATHER_SHADER)
if node.is_in_group("weather_vegetables_node"):
_clear_weather_overlay_from_node(node)
_apply_weather_overlay_to_node(node, WEATHER_PLAIN_SHADER)
func ApplyWindNoiseToMaterials():
for node in get_tree().get_nodes_in_group("wind_node"):
@@ -159,54 +160,15 @@ func ApplyWeatherShaderToMaterials():
_apply_weather_overlay_to_node(node, WEATHER_SHADER)
for node in get_tree().get_nodes_in_group("weather_vegetables_node"):
_clear_weather_overlay_from_node(node)
_apply_weather_overlay_to_node(node, WEATHER_PLAIN_SHADER)
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:
if _geometry_uses_alpha_texture(node):
node.material_overlay = null
else:
node.material_overlay = material
node.material_overlay = material
for child in node.get_children():
_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
#normalized_time is a value between 0 and 1; the time of the day is calculate as "normalized_time" * 1440; day_time is the step to pass from sunrise, to day, to sunset, to night

View File

@@ -67,6 +67,7 @@ void fragment() {
float is_center = step(center_sharpness, internal_n);
ALBEDO = shadow_color;
ALPHA = mix(opacity_edge, opacity_center, is_center) * final_fade;
}
}

View File

@@ -7,7 +7,6 @@ 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);
@@ -37,5 +36,5 @@ void fragment() {
vec3 dark_fog = tinted_fog * 0.5;
ALBEDO = mix(tinted_fog, dark_fog, night_intensity);
ALPHA = fog_color.a * fog_density * noise_alpha * edge_mask;
}
ALPHA = fog_color.a * noise_alpha * edge_mask;
}

View File

@@ -8,12 +8,10 @@ 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 = -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;
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;
// --- PARAMETRI ESTETICI ---
uniform bool billboard_enabled = true;
@@ -33,7 +31,6 @@ 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;
@@ -44,7 +41,6 @@ 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;
@@ -56,21 +52,6 @@ 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
@@ -132,10 +113,17 @@ 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 = smoothstep(0.0, 1.0, get_snow_progress());
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(0.65, 1.0, top_mask) * snow_amount * snow_visibility;
float snow_mask = smoothstep(1.0 - snow_amount, 1.2 - snow_amount, top_mask);
snow_mask *= step(0.01, snow_amount);
vec3 dark_snow = snow_color.rgb * (1.0 - shadow_intensity);
@@ -143,15 +131,12 @@ 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 = final_roughness;
ROUGHNESS = 0.02;
}
void light() {

View File

@@ -2,10 +2,9 @@ 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_accumulation_speed = 0.1;
global uniform float global_snow_melt_time = -1.0;
global uniform float global_snow_melt_speed = 0.1;
global uniform float global_snow_amount = 0.0;
global uniform 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;
@@ -52,18 +51,17 @@ float fbm(vec2 p) {
}
float get_snow_amount() {
float snow_amount = clamp(global_snow_amount, 0.0, 1.0);
float snow_amount = 0.0;
if (global_snow_start_time >= 0.0) {
float timed_amount = clamp(
snow_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);
snow_amount *= (1.0 - melt);
}
return snow_amount;
}

View File

@@ -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 = -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_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_rain_intensity;
uniform sampler2D wind_noise : filter_linear_mipmap;
@@ -31,7 +31,6 @@ 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;
@@ -42,21 +41,6 @@ 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;
@@ -104,16 +88,24 @@ void fragment() {
vec2 shifted_uv = UV + texture_offset;
vec4 tex = texture(alpha_texture, shifted_uv);
// Snow accumulation
float snow_amount = pow(get_snow_progress(), 0.55);
//// 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);
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);
//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;
// Rain wetness: darken and make shinier
float rain_int = clamp(global_rain_intensity, 0.0, 1.0);

View File

@@ -3,12 +3,6 @@ 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);
@@ -35,21 +29,6 @@ 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;
@@ -103,15 +82,8 @@ void fragment() {
float is_sky = step(ref_depth_raw, 0.00001); // Protezione anti-cielo
reflection_mask *= (1.0 - is_sky);
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);
vec3 final_rgb = mix(base_water.rgb, screen_ref, 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;

View File

@@ -1,241 +0,0 @@
#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

View File

@@ -1 +0,0 @@
uid://cb12c2j8rfu6a

View File

@@ -34,15 +34,12 @@ 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
@@ -191,10 +188,10 @@ func _process(delta: float) -> void:
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, 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)
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)
#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))
@@ -208,8 +205,8 @@ func _process(delta: float) -> void:
var night_val = clamp(day_time - 2.0, 0.0, 1.0)
#Snow exposure compensation
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 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 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
@@ -250,36 +247,15 @@ 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:
environment_config.material_clouds.set_shader_parameter("cloud_density", current_cloud_density)
var current_sharpness = lerp(0.14, 0.0, cloud_density_amount)
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("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()
@@ -690,7 +666,7 @@ func toggle_rain(value: bool):
if puddle_tween and puddle_tween.is_valid():
puddle_tween.kill()
if is_raining:
particles_rain.amount_ratio = 0.0
particles_rain.emitting = true
@@ -810,23 +786,8 @@ 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,
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
)
snow_tween.tween_method(init_snow_amount, actual_snow_amount, target_snow_amount, environment_config.snow_transaction_time)
_emit_weather_event_label()
func _emit_weather_event_label() -> void:
@@ -850,7 +811,6 @@ func _emit_weather_event_label() -> void:
#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:
@@ -875,9 +835,6 @@ 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)
@@ -886,18 +843,6 @@ 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

View File

@@ -3,7 +3,7 @@ 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 = 0.005;
global uniform float global_snow_accumulation_speed = 0.1;
global uniform float global_snow_melt_time = -1.0;
global uniform float global_snow_melt_speed = 0.1;
global uniform float global_snow_amount = 0.0;
@@ -72,15 +72,18 @@ float fbm(vec2 p) {
}
float get_snow_progress() {
bool has_snow_timeline = global_snow_start_time >= 0.0 || global_snow_melt_time >= 0.0;
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
if (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);
if (has_snow_timeline) {
snow_progress = 0.0;
if (global_snow_start_time >= 0.0) {
snow_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
}
if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_progress *= (1.0 - melt);
}
}
return snow_progress;
@@ -127,13 +130,12 @@ void fragment() {
float snow_edge = smoothstep(
global_snow_threshold - snow_edge_softness,
global_snow_threshold + snow_edge_softness,
facing_up
facing_up + (noise_val - 0.5) * 0.4
);
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);
float snow_coverage = smoothstep(0.0, 0.6, noise_val + snow_progress - 0.4 + flat_accumulation * 0.25);
float snow_factor = max(snow_edge * snow_coverage * snow_progress, flat_accumulation);
float snow_opacity = smoothstep(0.04, 0.28, snow_factor);
snow_opacity = max(snow_opacity, flat_accumulation * 0.9);
float shade = mix(-snow_color_variation, snow_color_variation, noise_val);

View File

@@ -2,11 +2,10 @@ shader_type spatial;
render_mode blend_mix, depth_draw_never, cull_disabled;
// Snow globals
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_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;
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;
@@ -35,21 +34,6 @@ 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;
@@ -57,10 +41,18 @@ void fragment() {
float facing_up = 1.0;
// Snow accumulation
float snow_amount = get_snow_progress();
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);
}
// Plain surfaces fade in uniformly to avoid patchy strip-like accumulation.
float snow_mask = smoothstep(0.0, 1.0, snow_amount);
// 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);
snow_mask *= step(0.01, snow_amount);
// Snow color with slight variation

View File

@@ -98,7 +98,6 @@ 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")
@@ -107,7 +106,6 @@ 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")
@@ -138,7 +136,7 @@ extends Resource
#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 var train_start_from_random_position: bool = false #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
@@ -147,7 +145,7 @@ extends Resource
@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 = 0.005 #Accumulation speed: 0.005 -> ~200s, 0.01 -> 100s, 0.02 -> 50s
@export var snow_accumulation_speed: float = 0.014 #Accumulation speed: 0.1 -> 10s, 0.05 -> 20s, 0.02 -> 50s, 0.012 -> ~83s
@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

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