diff --git a/Materials/House.tres b/Materials/House.tres index b6e9f9f..3cee04f 100644 --- a/Materials/House.tres +++ b/Materials/House.tres @@ -1,16 +1,18 @@ [gd_resource type="ShaderMaterial" format=3 uid="uid://biaudrjlfoflm"] [ext_resource type="Shader" uid="uid://c0dy1aqj1b4q3" path="res://Shaders/trunk_shader.gdshader" id="1_xfqg1"] -[ext_resource type="Texture2D" uid="uid://diocw7vrerh45" path="res://Assets/Textures/Texture_Train.png" id="2_s2ba8"] +[ext_resource type="Texture2D" uid="uid://diocw7vrerh45" path="res://Assets/Textures/Texture_Train.png" id="2_xfqg1"] [resource] render_priority = 0 shader = ExtResource("1_xfqg1") shader_parameter/albedo_color = Color(1, 1, 1, 1) -shader_parameter/albedo_texture = ExtResource("2_s2ba8") +shader_parameter/albedo_texture = ExtResource("2_xfqg1") shader_parameter/use_texture = true shader_parameter/uv_scale = Vector2(1, 1) shader_parameter/palette_shift_y = 0.0 +shader_parameter/gradient_start_y = 0.0 +shader_parameter/gradient_end_y = 5.0 shader_parameter/light_steps = 3.0 shader_parameter/step_softness = 0.1 shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1) diff --git a/Materials/Legno.tres b/Materials/Legno.tres index 5ba03db..b64d1b3 100644 --- a/Materials/Legno.tres +++ b/Materials/Legno.tres @@ -9,6 +9,8 @@ shader_parameter/albedo_color = Color(0.46921068, 0.28503138, 0.05139889, 1) shader_parameter/use_texture = false shader_parameter/uv_scale = Vector2(1, 1) shader_parameter/palette_shift_y = 0.0 +shader_parameter/gradient_start_y = 0.0 +shader_parameter/gradient_end_y = 5.0 shader_parameter/light_steps = 3.0 shader_parameter/step_softness = 0.1 shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1) diff --git a/Materials/Staccionata.tres b/Materials/Staccionata.tres index 7b3dd55..9430121 100644 --- a/Materials/Staccionata.tres +++ b/Materials/Staccionata.tres @@ -9,6 +9,8 @@ shader_parameter/albedo_color = Color(0.41427386, 0.22169134, 0.039388184, 1) shader_parameter/use_texture = true shader_parameter/uv_scale = Vector2(3, 3) shader_parameter/palette_shift_y = 0.0 +shader_parameter/gradient_start_y = 0.0 +shader_parameter/gradient_end_y = 1.5 shader_parameter/light_steps = 3.0 shader_parameter/step_softness = 0.1 shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1) diff --git a/Materials/leaves2_mat.tres b/Materials/leaves2_mat.tres index b158e13..7aaaa0d 100644 --- a/Materials/leaves2_mat.tres +++ b/Materials/leaves2_mat.tres @@ -16,8 +16,8 @@ shader_parameter/texture_offset = Vector2(0, 0) shader_parameter/opacity = 1.0 shader_parameter/snow_color = Color(0.85, 0.9, 0.95, 1) shader_parameter/height_min = 6.0 -shader_parameter/height_max = 9.26 -shader_parameter/shadow_intensity = 0.8270000392825 +shader_parameter/height_max = 12.0 +shader_parameter/shadow_intensity = 0.650000030875 shader_parameter/highlight_intensity = 0.0 shader_parameter/light_steps = 10.0 shader_parameter/random_mix = 0.0 diff --git a/Scenes/Gameplay.tscn b/Scenes/Gameplay.tscn index 6ba4b9e..1faffc2 100644 --- a/Scenes/Gameplay.tscn +++ b/Scenes/Gameplay.tscn @@ -98,7 +98,7 @@ glow_strength = 0.8 glow_bloom = 1.0 fog_enabled = true fog_mode = 1 -fog_density = 0.25 +fog_density = 0.05 fog_sky_affect = 0.0 volumetric_fog_length = 11.38 volumetric_fog_ambient_inject = 0.27 @@ -333,16 +333,16 @@ point_count = 93 [sub_resource type="PlaneMesh" id="PlaneMesh_l1dl0"] -[sub_resource type="FastNoiseLite" id="FastNoiseLite_oqwsk"] +[sub_resource type="FastNoiseLite" id="FastNoiseLite_6k3cw"] -[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_8vrnd"] -noise = SubResource("FastNoiseLite_oqwsk") +[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_16mw0"] +noise = SubResource("FastNoiseLite_6k3cw") seamless = true [sub_resource type="ShaderMaterial" id="ShaderMaterial_kjb07"] render_priority = 0 shader = ExtResource("23_u10x4") -shader_parameter/fog_noise = SubResource("NoiseTexture2D_8vrnd") +shader_parameter/fog_noise = SubResource("NoiseTexture2D_16mw0") shader_parameter/use_red_as_alpha = true shader_parameter/fog_color = Color(0.8, 0.8509804, 0.9019608, 0.60784316) shader_parameter/scroll_speed = Vector2(0.01, 0.01) @@ -472,6 +472,8 @@ shader_parameter/albedo_texture = ExtResource("23_4udcq") shader_parameter/use_texture = true shader_parameter/uv_scale = Vector2(1, 1) shader_parameter/palette_shift_y = 0.0 +shader_parameter/gradient_start_y = -1.0 +shader_parameter/gradient_end_y = 1.0 shader_parameter/light_steps = 3.0 shader_parameter/step_softness = 0.1 shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1) @@ -487,6 +489,8 @@ shader_parameter/albedo_color = Color(1, 1, 1, 1) shader_parameter/use_texture = true shader_parameter/uv_scale = Vector2(1, 1) shader_parameter/palette_shift_y = 0.0 +shader_parameter/gradient_start_y = -1.0 +shader_parameter/gradient_end_y = 1.0 shader_parameter/light_steps = 3.0 shader_parameter/step_softness = 0.1 shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1) @@ -602,6 +606,8 @@ shader_parameter/albedo_texture = ExtResource("26_vpybn") shader_parameter/use_texture = true shader_parameter/uv_scale = Vector2(5, 5) shader_parameter/palette_shift_y = 0.0 +shader_parameter/gradient_start_y = -1.0 +shader_parameter/gradient_end_y = 1.0 shader_parameter/light_steps = 4.0 shader_parameter/step_softness = 0.1 shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1) @@ -617,6 +623,8 @@ shader_parameter/albedo_color = Color(1, 1, 1, 1) shader_parameter/use_texture = true shader_parameter/uv_scale = Vector2(4.5, 3) shader_parameter/palette_shift_y = 0.0 +shader_parameter/gradient_start_y = -1.0 +shader_parameter/gradient_end_y = 1.0 shader_parameter/light_steps = 3.0 shader_parameter/step_softness = 0.1 shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1) @@ -726,26 +734,46 @@ shadow_mesh = SubResource("ArrayMesh_odcbb") [sub_resource type="ShaderMaterial" id="ShaderMaterial_u10x4"] shader = ExtResource("47_7j5hj") shader_parameter/fog_color = Color(0.85, 0.9, 0.95, 1) -shader_parameter/clear_center_radius = 0.4650000220875 +shader_parameter/clear_center_radius = 0.39200001862 shader_parameter/edge_softness = 0.30900001397898 -shader_parameter/max_opacity = 0.1350000064125 +shader_parameter/max_opacity = 0.10000000475 [sub_resource type="ShaderMaterial" id="ShaderMaterial_kwbnj"] shader = ExtResource("46_nonqo") shader_parameter/blur_amount = 0.70000003325 -shader_parameter/focus_size = 0.450000021375 +shader_parameter/focus_size = 0.250000011875 shader_parameter/transition_softness = 0.3 [node name="DemoForest" type="Node3D" unique_id=265279494 node_paths=PackedStringArray("nodo_polvere", "particelle_lucciole", "particelle_vento", "bottone_neve", "bottone_nevicata", "overlay_nebbia_schermo", "particelle_neve")] script = ExtResource("1_cr3ar") +color_mattina = Color(0.9342753, 0.77912414, 0.6057529, 1) +color_pomeriggio = Color(0.9485261, 0.6254264, 0.38133258, 1) color_notte = Color(0.18353948, 0.18552834, 0.48496485, 1) -sky_horizon_mattina = Color(0.18031025, 0.35056397, 0.5027117, 1) -sky_horizon_pomeriggio = Color(0.46011674, 0.27727094, 0.0674034, 1) -energia_luce_notte = 1.0 +esposizione_mattina = 0.8 +esposizione_pomeriggio = 0.7 +esposizione_notte = 0.9 +sky_top_mattina = Color(0.11613401, 0.35679278, 0.54143786, 1) +sky_horizon_mattina = Color(0.4636712, 0.67270684, 0.86346304, 1) +sky_horizon_pomeriggio = Color(0.93524647, 0.5983081, 0.8058805, 1) +grad_top_mattina = Color(0.792616, 0.87687194, 0.9582116, 1) +grad_top_pomeriggio = Color(0.8627451, 0.24313726, 0.5411765, 1) +grad_top_notte = Color(0.16370186, 0.16380265, 0.26770788, 1) +grad_bot_mattina = Color(0.05778669, 0.07872791, 0.21493542, 1) +grad_bot_pomeriggio = Color(0.24934003, 0.018751867, 0.042065084, 1) +intensita_grad_mattina = 0.1 +intensita_grad_pomeriggio = 0.1 +intensita_grad_notte = 0.5 +colore_nebbia_pomeriggio = Color(0.9627952, 0.5901167, 0.75933033, 1) +densita_nebbia_mattina = 0.02 +densita_nebbia_pomeriggio = 0.04 +bloom_mattina = 0.4 +bloom_notte = 0.8 +energia_luce_notte = 0.6 materiale_nebbia = ExtResource("2_4xv0h") -materiale_pioggia_gocce = ExtResource("3_l1dl0") +materiale_pioggia_gocce = ExtResource("3_4wepm") materiale_nuvole = ExtResource("4_00nhk") nodo_polvere = NodePath("SubViewportContainer/SubViewport/ScreenEffect/PolvereAtmosferica") +colore_mood_pioggia = Color(0.9777618, 0.9831695, 0.9889775, 1) colore_fulmine = Color(0.99999946, 0.9857114, 0.46342158, 1) fulmini_min = 2 fulmini_max = 4 @@ -809,8 +837,8 @@ shadow_enabled = true transform = Transform3D(0.4848096, 0.6108477, 0.62595904, -6.256785e-08, -0.71569276, 0.6984152, 0.8746197, -0.33859846, -0.34697473, 0, 4.540125, 24.469929) shadow_enabled = true shadow_bias = 0.2 -shadow_opacity = 0.8 -shadow_blur = 0.0 +shadow_opacity = 0.9 +shadow_blur = 0.2 directional_shadow_mode = 0 directional_shadow_fade_start = 0.9 @@ -950,13 +978,13 @@ skeleton = NodePath("../../../../../..") surface_material_override/0 = SubResource("ShaderMaterial_xjipq") [node name="Fog" type="MeshInstance3D" parent="SubViewportContainer/SubViewport/World/Camere/CameraPivot" unique_id=1575620825] -transform = Transform3D(-0.00869238, -0.66189253, 16.6858, 0.28842512, 28.96452, 0.8943858, -85.35572, 20.688795, -0.20234364, -31.420975, 5.3996058, 49.11194) +transform = Transform3D(-0.00869238, -0.66189253, 16.6858, 0.2884251, 28.964518, 0.89438576, -85.35571, 20.688793, -0.20234363, -30.12199, 5.3996053, 49.111935) mesh = SubResource("PlaneMesh_gsfny") skeleton = NodePath("../../../../../..") surface_material_override/0 = ExtResource("2_4xv0h") [node name="Fog2" type="MeshInstance3D" parent="SubViewportContainer/SubViewport/World/Camere/CameraPivot" unique_id=567097306] -transform = Transform3D(-0.00869238, -0.66189253, 16.6858, 0.28842497, 28.96451, 0.8943855, -85.35568, 20.688786, -0.20234357, 24.53299, 6.1797442, 49.908123) +transform = Transform3D(-0.00869238, -0.66189253, 16.6858, 0.28842452, 28.964481, 0.8943846, -85.35557, 20.688757, -0.20234334, 22.599558, 6.179737, 49.908066) mesh = SubResource("PlaneMesh_gsfny") skeleton = NodePath("../../../../../..") surface_material_override/0 = ExtResource("2_4xv0h") @@ -20903,6 +20931,7 @@ mouse_filter = 2 [node name="ScreenEffect2" type="CanvasLayer" parent="SubViewportContainer/SubViewport" unique_id=2088057254] layer = 3 +follow_viewport_scale = 0.001 [node name="Nebbia" type="ColorRect" parent="SubViewportContainer/SubViewport/ScreenEffect2" unique_id=1102385319] material = SubResource("ShaderMaterial_u10x4") diff --git a/Scenes/MainMap.tscn b/Scenes/MainMap.tscn index 8294791..f0fea18 100644 --- a/Scenes/MainMap.tscn +++ b/Scenes/MainMap.tscn @@ -19,6 +19,9 @@ shader_parameter/albedo_texture = ExtResource("6_cp4eh") shader_parameter/use_texture = true shader_parameter/uv_scale = Vector2(1, 1) shader_parameter/palette_shift_y = 0.0 +shader_parameter/gradient_start_y = 0.0 +shader_parameter/gradient_end_y = 10.0 +shader_parameter/gradient_intensity = 0.5 shader_parameter/light_steps = 3.0 shader_parameter/step_softness = 0.1 shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1) @@ -67,6 +70,9 @@ shader_parameter/albedo_color = Color(1, 1, 1, 1) shader_parameter/use_texture = true shader_parameter/uv_scale = Vector2(1, 1) shader_parameter/palette_shift_y = 0.0 +shader_parameter/gradient_start_y = 0.0 +shader_parameter/gradient_end_y = 10.0 +shader_parameter/gradient_intensity = 0.5 shader_parameter/light_steps = 3.0 shader_parameter/step_softness = 0.1 shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1) @@ -83,6 +89,9 @@ shader_parameter/albedo_texture = ExtResource("6_cp4eh") shader_parameter/use_texture = true shader_parameter/uv_scale = Vector2(1, 1) shader_parameter/palette_shift_y = 0.0 +shader_parameter/gradient_start_y = -5.62 +shader_parameter/gradient_end_y = 10.505 +shader_parameter/gradient_intensity = 0.898000042655 shader_parameter/light_steps = 3.0 shader_parameter/step_softness = 0.1 shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1) @@ -131,6 +140,9 @@ shader_parameter/albedo_color = Color(1, 1, 1, 1) shader_parameter/use_texture = true shader_parameter/uv_scale = Vector2(1, 1) shader_parameter/palette_shift_y = 0.0 +shader_parameter/gradient_start_y = 0.0 +shader_parameter/gradient_end_y = 10.0 +shader_parameter/gradient_intensity = 1.0 shader_parameter/light_steps = 3.0 shader_parameter/step_softness = 0.1 shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1) @@ -441,8 +453,6 @@ surface_material_override/0 = SubResource("ShaderMaterial_87m0o") transform = Transform3D(2.2424157, -0.032632887, -0.26249015, -0.20656824, 0.36186597, -2.4493637, 0.11802024, 1.2534002, 0.7003156, 9.543743, -0.9267349, 7.6301384) material_override = SubResource("ShaderMaterial_ftth4") mesh = SubResource("ArrayMesh_qp6sq") -skeleton = NodePath("") -surface_material_override/0 = SubResource("ShaderMaterial_87m0o") [node name="rock25" type="MeshInstance3D" parent="TestScogliera11/rock3" unique_id=1886752766] transform = Transform3D(1.665653, -0.024230719, -0.19494617, -0.15343758, 0.2686961, -1.8190906, 0.08766484, 0.93068624, 0.5201096, 11.364948, -2.545082, 6.1496983) diff --git a/Scenes/Test/Main_Train.tscn b/Scenes/Test/Main_Train.tscn index f29ea2b..053a1d2 100644 --- a/Scenes/Test/Main_Train.tscn +++ b/Scenes/Test/Main_Train.tscn @@ -15,8 +15,7 @@ shader_parameter/snow_color = Color(0.95, 0.98, 1, 1) [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_crne2"] emission_enabled = true -emission = Color(0.7907942, 0.40736446, 3.85046e-07, 1) -emission_energy_multiplier = 5.87 +emission = Color(1, 0.75645417, 0.2204, 1) [node name="Train2" unique_id=206892833 instance=ExtResource("1_8k78i")] transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, 0, 0, 0) @@ -139,19 +138,19 @@ omni_attenuation = 0.367 [node name="SpotLight3D2" type="SpotLight3D" parent="OmniLight3D2" index="0" unique_id=1940430623] transform = Transform3D(-0.9991066, -0.0071844957, -0.041647904, 0.039682645, 0.1795881, -0.9829413, 0.014541405, -0.98371583, -0.17914255, -2.2325838, -0.021801949, -0.18683863) light_color = Color(0.8039216, 0.6784314, 0.3254902, 1) -light_energy = 1.795 +light_energy = 4.0 light_cull_mask = 4294967293 -spot_range = 12.168 -spot_attenuation = 0.91 -spot_angle = 31.25 +spot_range = 18.0 +spot_attenuation = 1.2 +spot_angle = 35.0 spot_angle_attenuation = 8.876516 [node name="SpotLight3D3" type="SpotLight3D" parent="OmniLight3D2" index="1" unique_id=1754775574] transform = Transform3D(-0.9991066, -0.0071844957, -0.041647904, 0.039682645, 0.1795881, -0.9829413, 0.014541405, -0.98371583, -0.17914255, 0.31696087, -0.020600319, -0.18641448) light_color = Color(0.8574047, 0.65361816, 0.27671134, 1) -light_energy = 1.795 +light_energy = 4.0 light_cull_mask = 4294967293 -spot_range = 12.168 -spot_attenuation = 0.91 -spot_angle = 31.25 +spot_range = 18.0 +spot_attenuation = 1.2 +spot_angle = 35.0 spot_angle_attenuation = 8.876516 diff --git a/Scenes/Test/ToriGate.tscn b/Scenes/Test/ToriGate.tscn index b8827fb..0f364fa 100644 --- a/Scenes/Test/ToriGate.tscn +++ b/Scenes/Test/ToriGate.tscn @@ -18,6 +18,10 @@ shader_parameter/albedo_texture = ExtResource("3_6126s") shader_parameter/use_texture = true shader_parameter/uv_scale = Vector2(1, 1) shader_parameter/palette_shift_y = 0.0 +shader_parameter/gradient_color = Color(0.1, 0.1, 0.2, 1) +shader_parameter/gradient_start_y = 0.0 +shader_parameter/gradient_end_y = 5.0 +shader_parameter/gradient_intensity = 0.800000038 shader_parameter/light_steps = 3.0 shader_parameter/step_softness = 0.1 shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1) diff --git a/Scripts/Day_night_Cycle.gd b/Scripts/Day_night_Cycle.gd index 4d0d80f..173c2f7 100644 --- a/Scripts/Day_night_Cycle.gd +++ b/Scripts/Day_night_Cycle.gd @@ -5,6 +5,11 @@ extends Node3D @export var color_pomeriggio: Color = Color(1.0, 0.6, 0.2, 1.0) @export var color_notte: Color = Color(0.1, 0.1, 0.3, 1.0) +@export_group("Esposizione Generale") +@export var esposizione_mattina: float = 1.0 +@export var esposizione_pomeriggio: float = 0.95 +@export var esposizione_notte: float = 0.4 + @export_group("Colori Cielo - Alto (Top)") @export var sky_top_mattina: Color = Color(0.35, 0.65, 0.9, 1.0) @export var sky_top_pomeriggio: Color = Color(0.7, 0.45, 0.2, 1.0) @@ -15,6 +20,39 @@ extends Node3D @export var sky_horizon_pomeriggio: Color = Color(0.95, 0.65, 0.35, 1.0) @export var sky_horizon_notte: Color = Color(0.15, 0.1, 0.25, 1.0) +# --- Colori e Intensità Gradiente Shader --- +@export_group("Gradiente Globale Shader") + +@export_subgroup("Colore Top (Alto)") +@export var grad_top_mattina: Color = Color(0.8, 0.4, 0.2, 1.0) +@export var grad_top_pomeriggio: Color = Color(0.2, 0.3, 0.5, 1.0) +@export var grad_top_notte: Color = Color(0.05, 0.05, 0.1, 1.0) + +@export_subgroup("Colore Bottom (Basso)") +@export var grad_bot_mattina: Color = Color(0.5, 0.2, 0.1, 1.0) +@export var grad_bot_pomeriggio: Color = Color(0.1, 0.15, 0.25, 1.0) +@export var grad_bot_notte: Color = Color(0.01, 0.01, 0.05, 1.0) + +@export_subgroup("Intensità Gradiente") +@export var intensita_grad_mattina: float = 0.5 +@export var intensita_grad_pomeriggio: float = 0.3 +@export var intensita_grad_notte: float = 0.8 + +# --- NUOVO: Gestione Nebbia --- +@export_group("Nebbia (Fog)") +@export var colore_nebbia_mattina: Color = Color(0.75, 0.85, 0.95, 1.0) +@export var colore_nebbia_pomeriggio: Color = Color(0.95, 0.65, 0.35, 1.0) +@export var colore_nebbia_notte: Color = Color(0.15, 0.1, 0.25, 1.0) +@export var densita_nebbia_mattina: float = 0.005 +@export var densita_nebbia_pomeriggio: float = 0.002 +@export var densita_nebbia_notte: float = 0.015 + +# --- NUOVO: Gestione Bloom (Glow) --- +@export_group("Bloom (Glow)") +@export var bloom_mattina: float = 1.2 +@export var bloom_pomeriggio: float = 0.8 +@export var bloom_notte: float = 2.0 + @export_group("Ciclo Temporale") @export_range(1.0, 3.0) var tempo_giorno: float = 1.0 @export var durata_transizione: float = 3.0 @@ -168,7 +206,6 @@ func _on_giornata_selezionata(index: int) -> void: trigger_morning() func _on_pioggia_toggled(toggled_on: bool) -> void: - # Blocchiamo la pioggia se sta già nevicando if is_actively_snowing and toggled_on: if bottone_pioggia: bottone_pioggia.set_pressed_no_signal(false) @@ -196,14 +233,18 @@ func _process(delta: float) -> void: var base_tint: Color var base_sky_top: Color var base_sky_horizon: Color + var base_fog_color: Color + var base_fog_density: float + var base_bloom: float + var base_esposizione: float # <--- NUOVA VARIABILE + var base_grad_top: Color + var base_grad_bot: Color + var base_grad_intensity: float - # Usiamo questa variabile per animare le nuvole sia se piove sia se nevica var tempesta_attiva = is_raining or is_actively_snowing if tempesta_attiva: intensita_pioggia = move_toward(intensita_pioggia, 1.0, delta * 0.5) - - # I fulmini partono SOLO se sta piovendo if is_raining: timer_prossimo_fulmine -= delta if timer_prossimo_fulmine <= 0.0: @@ -223,17 +264,50 @@ func _process(delta: float) -> void: base_tint = color_mattina.lerp(color_pomeriggio, t) base_sky_top = sky_top_mattina.lerp(sky_top_pomeriggio, t) base_sky_horizon = sky_horizon_mattina.lerp(sky_horizon_pomeriggio, t) + base_fog_color = colore_nebbia_mattina.lerp(colore_nebbia_pomeriggio, t) + base_fog_density = lerp(densita_nebbia_mattina, densita_nebbia_pomeriggio, t) + base_bloom = lerp(bloom_mattina, bloom_pomeriggio, t) + base_esposizione = lerp(esposizione_mattina, esposizione_pomeriggio, t) # <--- INTERPOLAZIONE MATTINA/POM + base_grad_top = grad_top_mattina.lerp(grad_top_pomeriggio, t) + base_grad_bot = grad_bot_mattina.lerp(grad_bot_pomeriggio, t) + base_grad_intensity = lerp(intensita_grad_mattina, intensita_grad_pomeriggio, t) else: var t = tempo_giorno - 2.0 base_tint = color_pomeriggio.lerp(color_notte, t) base_sky_top = sky_top_pomeriggio.lerp(sky_top_notte, t) base_sky_horizon = sky_horizon_pomeriggio.lerp(sky_horizon_notte, t) + base_fog_color = colore_nebbia_pomeriggio.lerp(colore_nebbia_notte, t) + base_fog_density = lerp(densita_nebbia_pomeriggio, densita_nebbia_notte, t) + base_bloom = lerp(bloom_pomeriggio, bloom_notte, t) + base_esposizione = lerp(esposizione_pomeriggio, esposizione_notte, t) # <--- INTERPOLAZIONE POM/NOTTE + base_grad_top = grad_top_pomeriggio.lerp(grad_top_notte, t) + base_grad_bot = grad_bot_pomeriggio.lerp(grad_bot_notte, t) + base_grad_intensity = lerp(intensita_grad_pomeriggio, intensita_grad_notte, t) var final_tint = base_tint.lerp(base_tint * colore_mood_pioggia, intensita_pioggia) var final_sky_top = base_sky_top.lerp(base_sky_top * colore_mood_pioggia, intensita_pioggia) var final_sky_horizon = base_sky_horizon.lerp(base_sky_horizon * colore_mood_pioggia, intensita_pioggia) - + var final_fog_color = base_fog_color.lerp(base_fog_color * colore_mood_pioggia, intensita_pioggia) + var final_fog_density = lerp(base_fog_density, base_fog_density * 4.0, intensita_pioggia) + + var final_grad_top = base_grad_top.lerp(base_grad_top * colore_mood_pioggia, intensita_pioggia) + var final_grad_bot = base_grad_bot.lerp(base_grad_bot * colore_mood_pioggia, intensita_pioggia) + + 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) + var night_val = clamp(tempo_giorno - 2.0, 0.0, 1.0) + + # Compensazione esposizione neve + var attenuazione_luce_neve = lerp(1.0, 0.55, actual_snow_amount * (1.0 - night_val)) + var attenuazione_bloom_neve = lerp(1.0, 0.5, actual_snow_amount) + + var final_bloom = lerp(base_bloom, base_bloom * 0.5, intensita_pioggia) * attenuazione_bloom_neve + + # Calcoliamo l'esposizione finale applicando lo smorzamento della neve direttamente all'esposizione della camera + var final_esposizione = base_esposizione * attenuazione_luce_neve + var colore_riflesso = Color(0.4, 0.5, 0.6, 1.0) var colore_gocce = final_sky_horizon.lerp(colore_riflesso, 0.15) colore_gocce = colore_gocce.lerp(colore_gocce * 0.4, night_val) @@ -244,11 +318,24 @@ func _process(delta: float) -> void: if sole: sole.light_color = final_tint var target_energy = lerp(1.0, energia_luce_notte, night_val) + # La luce del sole scala normalmente in base al meteo/notte (l'esposizione globale fa il resto del lavoro) sole.light_energy = lerp(target_energy, target_energy * 0.4, intensita_pioggia) if ambiente and ambiente.environment: ambiente.environment.ambient_light_color = final_tint - ambiente.environment.fog_light_color = final_sky_horizon + + # Applicazione della nebbia + ambiente.environment.fog_enabled = true + ambiente.environment.fog_light_color = final_fog_color + ambiente.environment.fog_density = final_fog_density + + # Applicazione del Bloom + ambiente.environment.glow_enabled = true + ambiente.environment.glow_intensity = final_bloom + + # --- NUOVO: Assegnazione dell'Esposizione (Tonemap) --- + # Assicurati che il Tonemap Mode nell'Environment sia impostato su ACES o Filmic per un risultato migliore! + ambiente.environment.tonemap_exposure = final_esposizione var sky_mat = ambiente.environment.sky.sky_material as ShaderMaterial if sky_mat: @@ -264,22 +351,13 @@ func _process(delta: float) -> void: var e_notte = tempo_giorno >= 2.5 if nodo_polvere: - if not tempesta_attiva and not e_notte: - nodo_polvere.visible = true - else: - nodo_polvere.visible = false + nodo_polvere.visible = (not tempesta_attiva and not e_notte) if particelle_lucciole: - if not tempesta_attiva and e_notte: - particelle_lucciole.emitting = true - else: - particelle_lucciole.emitting = false + particelle_lucciole.emitting = (not tempesta_attiva and e_notte) if particelle_vento: - if not tempesta_attiva and not e_notte: - particelle_vento.emitting = true - else: - particelle_vento.emitting = false + particelle_vento.emitting = (not tempesta_attiva and not e_notte) func _genera_evento_meteo_casuale() -> void: sto_cambiando_in_cinematic = true @@ -293,7 +371,6 @@ func _genera_evento_meteo_casuale() -> void: _on_giornata_selezionata(nuovo_orario) elif scelta == 1: - # Blocca il trigger della pioggia in cinematic mode se nevica if not is_actively_snowing: var piove = randf() > 0.5 if bottone_pioggia: @@ -301,7 +378,6 @@ func _genera_evento_meteo_casuale() -> void: _on_pioggia_toggled(piove) elif scelta == 2: - # Blocca il trigger di tempesta/fulmini se nevica if not is_actively_snowing: if not is_raining: if bottone_pioggia: @@ -375,17 +451,12 @@ func spawn_single_godray() -> void: ray.rotation_degrees = godray_rotation_degrees ray.scale = godray_scale -# ========================================== -# --- LOGICA NEVE E NEVICATA --- -# ========================================== - func _on_snow_button_pressed(): is_snow_accumulated = !is_snow_accumulated if bottone_nevicata: bottone_nevicata.disabled = !is_snow_accumulated - # Attiva in automatico la nevicata quando nevica, la spegne quando si scioglie if is_snow_accumulated and not is_actively_snowing: _on_nevicata_button_pressed() elif not is_snow_accumulated and is_actively_snowing: @@ -399,14 +470,12 @@ func _on_snow_button_pressed(): snow_tween = create_tween() snow_tween.tween_method(set_snow_amount, actual_snow_amount, target_snow, tempo_transizione_neve) - func _on_nevicata_button_pressed(): if not is_snow_accumulated: return is_actively_snowing = !is_actively_snowing - # Disabilita il pulsante della pioggia. Se pioveva già, spegne la pioggia. if bottone_pioggia: bottone_pioggia.disabled = is_actively_snowing if is_actively_snowing and is_raining: @@ -417,7 +486,7 @@ func _on_nevicata_button_pressed(): particelle_neve.emitting = is_actively_snowing if overlay_nebbia_schermo and overlay_nebbia_schermo.material: - var target_opacity: float = 1.0 if is_actively_snowing else 0.135 + var target_opacity: float = 0.5 if is_actively_snowing else 0.1 var target_radius: float = 0.350 if is_actively_snowing else 0.465 if cold_tween and cold_tween.is_valid(): diff --git a/Shaders/trunk_shader.gdshader b/Shaders/trunk_shader.gdshader index 0ea11e3..87a19c1 100644 --- a/Shaders/trunk_shader.gdshader +++ b/Shaders/trunk_shader.gdshader @@ -9,40 +9,56 @@ uniform vec4 albedo_color : source_color = vec4(1.0); uniform sampler2D albedo_texture : source_color, filter_nearest; uniform bool use_texture = true; uniform vec2 uv_scale = vec2(1.0, 1.0); -// NUOVO PARAMETRO: Slider per scorrere la palette in verticale uniform float palette_shift_y : hint_range(0.0, 1.0) = 0.0; +// --- PARAMETRI GRADIENTE GLOBALE --- +group_uniforms Height_Gradient; +global uniform vec4 global_gradient_color_top; +global uniform vec4 global_gradient_color_bot; +global uniform float global_gradient_intensity; + +uniform float gradient_start_y = 0.0; // Altezza MONDO dove il gradiente è 100% Bottom +uniform float gradient_end_y = 10.0; // Altezza MONDO dove il gradiente è 100% Top + group_uniforms Toon_Lighting; uniform float light_steps : hint_range(1.0, 10.0, 1.0) = 3.0; uniform float step_softness : hint_range(0.01, 1.0) = 0.1; uniform vec4 shadow_color : source_color = vec4(0.4, 0.4, 0.6, 1.0); uniform float shadow_offset : hint_range(-1.0, 1.0) = 0.0; -// NUOVO PARAMETRO IMPORTATO: Intensità delle ombre proiettate su questo materiale uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6; group_uniforms Emission_Settings; uniform vec4 emission_color : source_color = vec4(0.0, 0.0, 0.0, 1.0); uniform float emission_energy : hint_range(0.0, 16.0) = 0.0; +varying float world_y; + +void vertex() { + world_y = (MODEL_MATRIX * vec4(VERTEX, 1.0)).y; +} + void fragment() { - // 1. Albedo (Colore base dell'oggetto) - // APPLICATO LO SHIFT SULL'ASSE Y SULLE UV vec2 final_uv = (UV * uv_scale) + vec2(0.0, palette_shift_y); vec4 tex = texture(albedo_texture, final_uv); vec3 base_color = albedo_color.rgb; if (use_texture) base_color *= tex.rgb; - // Passiamo il colore crudo a Godot. - // Godot si occuperà di moltiplicarlo per la luce alla fine. - ALBEDO = base_color; + // --- APPLICAZIONE GRADIENTE B我們 --- + // Calcoliamo il mix tra l'altezza minima e massima (0.0 = Bottom, 1.0 = Top) + float grad_factor = smoothstep(gradient_start_y, gradient_end_y, world_y); - // 2. Emission + // Ricaviamo il colore attuale del gradiente per questa specifica altezza + vec3 current_gradient_color = mix(global_gradient_color_bot.rgb, global_gradient_color_top.rgb, grad_factor); + + // Miscela il colore base con il gradiente ottenuto, usando l'intensità globale + base_color = mix(base_color, current_gradient_color, global_gradient_intensity); + + ALBEDO = base_color; EMISSION = emission_color.rgb * emission_energy; } -// --- NUOVA LOGICA LUCE INTEGRATA --- void light() { float shadow_factor = mix(1.0 - cast_shadow_strength, 1.0, ATTENUATION); float n_dot_l = dot(NORMAL, LIGHT); @@ -60,7 +76,6 @@ void light() { vec3 final_toon_light = mix(shaded_part, light_part, clamp(stepped_intensity, 0.0, 1.0)); - // Porchiddio Michele float cutoff_mask = smoothstep(0.0, 0.05, ATTENUATION); DIFFUSE_LIGHT += (final_toon_light * LIGHT_COLOR) * cutoff_mask; diff --git a/project.godot b/project.godot index 9a4a907..7100e59 100644 --- a/project.godot +++ b/project.godot @@ -58,3 +58,15 @@ global_snow_amount={ "type": "float", "value": 0.0 } +global_gradient_color_top={ +"type": "color", +"value": Color(0, 0, 0, 1) +} +global_gradient_color_bot={ +"type": "color", +"value": Color(0, 0, 0, 1) +} +global_gradient_intensity={ +"type": "float", +"value": 0.0 +}