Add Global Gradient on shader - Revamp lighting

This commit is contained in:
Matteo Sonaglioni
2026-03-15 18:34:06 +01:00
parent 89a3bd1872
commit ccdfba2878
11 changed files with 214 additions and 70 deletions

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@@ -1,16 +1,18 @@
[gd_resource type="ShaderMaterial" format=3 uid="uid://biaudrjlfoflm"] [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="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] [resource]
render_priority = 0 render_priority = 0
shader = ExtResource("1_xfqg1") shader = ExtResource("1_xfqg1")
shader_parameter/albedo_color = Color(1, 1, 1, 1) 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/use_texture = true
shader_parameter/uv_scale = Vector2(1, 1) shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0 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/light_steps = 3.0
shader_parameter/step_softness = 0.1 shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1) shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)

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@@ -9,6 +9,8 @@ shader_parameter/albedo_color = Color(0.46921068, 0.28503138, 0.05139889, 1)
shader_parameter/use_texture = false shader_parameter/use_texture = false
shader_parameter/uv_scale = Vector2(1, 1) shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0 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/light_steps = 3.0
shader_parameter/step_softness = 0.1 shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1) shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)

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@@ -9,6 +9,8 @@ shader_parameter/albedo_color = Color(0.41427386, 0.22169134, 0.039388184, 1)
shader_parameter/use_texture = true shader_parameter/use_texture = true
shader_parameter/uv_scale = Vector2(3, 3) shader_parameter/uv_scale = Vector2(3, 3)
shader_parameter/palette_shift_y = 0.0 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/light_steps = 3.0
shader_parameter/step_softness = 0.1 shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1) shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)

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@@ -16,8 +16,8 @@ shader_parameter/texture_offset = Vector2(0, 0)
shader_parameter/opacity = 1.0 shader_parameter/opacity = 1.0
shader_parameter/snow_color = Color(0.85, 0.9, 0.95, 1) shader_parameter/snow_color = Color(0.85, 0.9, 0.95, 1)
shader_parameter/height_min = 6.0 shader_parameter/height_min = 6.0
shader_parameter/height_max = 9.26 shader_parameter/height_max = 12.0
shader_parameter/shadow_intensity = 0.8270000392825 shader_parameter/shadow_intensity = 0.650000030875
shader_parameter/highlight_intensity = 0.0 shader_parameter/highlight_intensity = 0.0
shader_parameter/light_steps = 10.0 shader_parameter/light_steps = 10.0
shader_parameter/random_mix = 0.0 shader_parameter/random_mix = 0.0

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@@ -98,7 +98,7 @@ glow_strength = 0.8
glow_bloom = 1.0 glow_bloom = 1.0
fog_enabled = true fog_enabled = true
fog_mode = 1 fog_mode = 1
fog_density = 0.25 fog_density = 0.05
fog_sky_affect = 0.0 fog_sky_affect = 0.0
volumetric_fog_length = 11.38 volumetric_fog_length = 11.38
volumetric_fog_ambient_inject = 0.27 volumetric_fog_ambient_inject = 0.27
@@ -333,16 +333,16 @@ point_count = 93
[sub_resource type="PlaneMesh" id="PlaneMesh_l1dl0"] [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"] [sub_resource type="NoiseTexture2D" id="NoiseTexture2D_16mw0"]
noise = SubResource("FastNoiseLite_oqwsk") noise = SubResource("FastNoiseLite_6k3cw")
seamless = true seamless = true
[sub_resource type="ShaderMaterial" id="ShaderMaterial_kjb07"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_kjb07"]
render_priority = 0 render_priority = 0
shader = ExtResource("23_u10x4") 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/use_red_as_alpha = true
shader_parameter/fog_color = Color(0.8, 0.8509804, 0.9019608, 0.60784316) shader_parameter/fog_color = Color(0.8, 0.8509804, 0.9019608, 0.60784316)
shader_parameter/scroll_speed = Vector2(0.01, 0.01) 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/use_texture = true
shader_parameter/uv_scale = Vector2(1, 1) shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0 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/light_steps = 3.0
shader_parameter/step_softness = 0.1 shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 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/use_texture = true
shader_parameter/uv_scale = Vector2(1, 1) shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0 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/light_steps = 3.0
shader_parameter/step_softness = 0.1 shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 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/use_texture = true
shader_parameter/uv_scale = Vector2(5, 5) shader_parameter/uv_scale = Vector2(5, 5)
shader_parameter/palette_shift_y = 0.0 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/light_steps = 4.0
shader_parameter/step_softness = 0.1 shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 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/use_texture = true
shader_parameter/uv_scale = Vector2(4.5, 3) shader_parameter/uv_scale = Vector2(4.5, 3)
shader_parameter/palette_shift_y = 0.0 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/light_steps = 3.0
shader_parameter/step_softness = 0.1 shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 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"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_u10x4"]
shader = ExtResource("47_7j5hj") shader = ExtResource("47_7j5hj")
shader_parameter/fog_color = Color(0.85, 0.9, 0.95, 1) 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/edge_softness = 0.30900001397898
shader_parameter/max_opacity = 0.1350000064125 shader_parameter/max_opacity = 0.10000000475
[sub_resource type="ShaderMaterial" id="ShaderMaterial_kwbnj"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_kwbnj"]
shader = ExtResource("46_nonqo") shader = ExtResource("46_nonqo")
shader_parameter/blur_amount = 0.70000003325 shader_parameter/blur_amount = 0.70000003325
shader_parameter/focus_size = 0.450000021375 shader_parameter/focus_size = 0.250000011875
shader_parameter/transition_softness = 0.3 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")] [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") 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) color_notte = Color(0.18353948, 0.18552834, 0.48496485, 1)
sky_horizon_mattina = Color(0.18031025, 0.35056397, 0.5027117, 1) esposizione_mattina = 0.8
sky_horizon_pomeriggio = Color(0.46011674, 0.27727094, 0.0674034, 1) esposizione_pomeriggio = 0.7
energia_luce_notte = 1.0 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_nebbia = ExtResource("2_4xv0h")
materiale_pioggia_gocce = ExtResource("3_l1dl0") materiale_pioggia_gocce = ExtResource("3_4wepm")
materiale_nuvole = ExtResource("4_00nhk") materiale_nuvole = ExtResource("4_00nhk")
nodo_polvere = NodePath("SubViewportContainer/SubViewport/ScreenEffect/PolvereAtmosferica") 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) colore_fulmine = Color(0.99999946, 0.9857114, 0.46342158, 1)
fulmini_min = 2 fulmini_min = 2
fulmini_max = 4 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) 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_enabled = true
shadow_bias = 0.2 shadow_bias = 0.2
shadow_opacity = 0.8 shadow_opacity = 0.9
shadow_blur = 0.0 shadow_blur = 0.2
directional_shadow_mode = 0 directional_shadow_mode = 0
directional_shadow_fade_start = 0.9 directional_shadow_fade_start = 0.9
@@ -950,13 +978,13 @@ skeleton = NodePath("../../../../../..")
surface_material_override/0 = SubResource("ShaderMaterial_xjipq") surface_material_override/0 = SubResource("ShaderMaterial_xjipq")
[node name="Fog" type="MeshInstance3D" parent="SubViewportContainer/SubViewport/World/Camere/CameraPivot" unique_id=1575620825] [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") mesh = SubResource("PlaneMesh_gsfny")
skeleton = NodePath("../../../../../..") skeleton = NodePath("../../../../../..")
surface_material_override/0 = ExtResource("2_4xv0h") surface_material_override/0 = ExtResource("2_4xv0h")
[node name="Fog2" type="MeshInstance3D" parent="SubViewportContainer/SubViewport/World/Camere/CameraPivot" unique_id=567097306] [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") mesh = SubResource("PlaneMesh_gsfny")
skeleton = NodePath("../../../../../..") skeleton = NodePath("../../../../../..")
surface_material_override/0 = ExtResource("2_4xv0h") 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] [node name="ScreenEffect2" type="CanvasLayer" parent="SubViewportContainer/SubViewport" unique_id=2088057254]
layer = 3 layer = 3
follow_viewport_scale = 0.001
[node name="Nebbia" type="ColorRect" parent="SubViewportContainer/SubViewport/ScreenEffect2" unique_id=1102385319] [node name="Nebbia" type="ColorRect" parent="SubViewportContainer/SubViewport/ScreenEffect2" unique_id=1102385319]
material = SubResource("ShaderMaterial_u10x4") material = SubResource("ShaderMaterial_u10x4")

View File

@@ -19,6 +19,9 @@ shader_parameter/albedo_texture = ExtResource("6_cp4eh")
shader_parameter/use_texture = true shader_parameter/use_texture = true
shader_parameter/uv_scale = Vector2(1, 1) shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0 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/light_steps = 3.0
shader_parameter/step_softness = 0.1 shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 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/use_texture = true
shader_parameter/uv_scale = Vector2(1, 1) shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0 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/light_steps = 3.0
shader_parameter/step_softness = 0.1 shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 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/use_texture = true
shader_parameter/uv_scale = Vector2(1, 1) shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0 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/light_steps = 3.0
shader_parameter/step_softness = 0.1 shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 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/use_texture = true
shader_parameter/uv_scale = Vector2(1, 1) shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0 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/light_steps = 3.0
shader_parameter/step_softness = 0.1 shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 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) 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") material_override = SubResource("ShaderMaterial_ftth4")
mesh = SubResource("ArrayMesh_qp6sq") mesh = SubResource("ArrayMesh_qp6sq")
skeleton = NodePath("")
surface_material_override/0 = SubResource("ShaderMaterial_87m0o")
[node name="rock25" type="MeshInstance3D" parent="TestScogliera11/rock3" unique_id=1886752766] [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) 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)

View File

@@ -15,8 +15,7 @@ shader_parameter/snow_color = Color(0.95, 0.98, 1, 1)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_crne2"] [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_crne2"]
emission_enabled = true emission_enabled = true
emission = Color(0.7907942, 0.40736446, 3.85046e-07, 1) emission = Color(1, 0.75645417, 0.2204, 1)
emission_energy_multiplier = 5.87
[node name="Train2" unique_id=206892833 instance=ExtResource("1_8k78i")] [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) 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] [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) 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_color = Color(0.8039216, 0.6784314, 0.3254902, 1)
light_energy = 1.795 light_energy = 4.0
light_cull_mask = 4294967293 light_cull_mask = 4294967293
spot_range = 12.168 spot_range = 18.0
spot_attenuation = 0.91 spot_attenuation = 1.2
spot_angle = 31.25 spot_angle = 35.0
spot_angle_attenuation = 8.876516 spot_angle_attenuation = 8.876516
[node name="SpotLight3D3" type="SpotLight3D" parent="OmniLight3D2" index="1" unique_id=1754775574] [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) 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_color = Color(0.8574047, 0.65361816, 0.27671134, 1)
light_energy = 1.795 light_energy = 4.0
light_cull_mask = 4294967293 light_cull_mask = 4294967293
spot_range = 12.168 spot_range = 18.0
spot_attenuation = 0.91 spot_attenuation = 1.2
spot_angle = 31.25 spot_angle = 35.0
spot_angle_attenuation = 8.876516 spot_angle_attenuation = 8.876516

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@@ -18,6 +18,10 @@ shader_parameter/albedo_texture = ExtResource("3_6126s")
shader_parameter/use_texture = true shader_parameter/use_texture = true
shader_parameter/uv_scale = Vector2(1, 1) shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0 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/light_steps = 3.0
shader_parameter/step_softness = 0.1 shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1) shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)

View File

@@ -5,6 +5,11 @@ extends Node3D
@export var color_pomeriggio: Color = Color(1.0, 0.6, 0.2, 1.0) @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 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_group("Colori Cielo - Alto (Top)")
@export var sky_top_mattina: Color = Color(0.35, 0.65, 0.9, 1.0) @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) @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_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) @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_group("Ciclo Temporale")
@export_range(1.0, 3.0) var tempo_giorno: float = 1.0 @export_range(1.0, 3.0) var tempo_giorno: float = 1.0
@export var durata_transizione: float = 3.0 @export var durata_transizione: float = 3.0
@@ -168,7 +206,6 @@ func _on_giornata_selezionata(index: int) -> void:
trigger_morning() trigger_morning()
func _on_pioggia_toggled(toggled_on: bool) -> void: func _on_pioggia_toggled(toggled_on: bool) -> void:
# Blocchiamo la pioggia se sta già nevicando
if is_actively_snowing and toggled_on: if is_actively_snowing and toggled_on:
if bottone_pioggia: if bottone_pioggia:
bottone_pioggia.set_pressed_no_signal(false) bottone_pioggia.set_pressed_no_signal(false)
@@ -196,14 +233,18 @@ func _process(delta: float) -> void:
var base_tint: Color var base_tint: Color
var base_sky_top: Color var base_sky_top: Color
var base_sky_horizon: 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 var tempesta_attiva = is_raining or is_actively_snowing
if tempesta_attiva: if tempesta_attiva:
intensita_pioggia = move_toward(intensita_pioggia, 1.0, delta * 0.5) intensita_pioggia = move_toward(intensita_pioggia, 1.0, delta * 0.5)
# I fulmini partono SOLO se sta piovendo
if is_raining: if is_raining:
timer_prossimo_fulmine -= delta timer_prossimo_fulmine -= delta
if timer_prossimo_fulmine <= 0.0: if timer_prossimo_fulmine <= 0.0:
@@ -223,17 +264,50 @@ func _process(delta: float) -> void:
base_tint = color_mattina.lerp(color_pomeriggio, t) base_tint = color_mattina.lerp(color_pomeriggio, t)
base_sky_top = sky_top_mattina.lerp(sky_top_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_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: else:
var t = tempo_giorno - 2.0 var t = tempo_giorno - 2.0
base_tint = color_pomeriggio.lerp(color_notte, t) base_tint = color_pomeriggio.lerp(color_notte, t)
base_sky_top = sky_top_pomeriggio.lerp(sky_top_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_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_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_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_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) 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_riflesso = Color(0.4, 0.5, 0.6, 1.0)
var colore_gocce = final_sky_horizon.lerp(colore_riflesso, 0.15) var colore_gocce = final_sky_horizon.lerp(colore_riflesso, 0.15)
colore_gocce = colore_gocce.lerp(colore_gocce * 0.4, night_val) colore_gocce = colore_gocce.lerp(colore_gocce * 0.4, night_val)
@@ -244,11 +318,24 @@ func _process(delta: float) -> void:
if sole: if sole:
sole.light_color = final_tint sole.light_color = final_tint
var target_energy = lerp(1.0, energia_luce_notte, night_val) 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) sole.light_energy = lerp(target_energy, target_energy * 0.4, intensita_pioggia)
if ambiente and ambiente.environment: if ambiente and ambiente.environment:
ambiente.environment.ambient_light_color = final_tint 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 var sky_mat = ambiente.environment.sky.sky_material as ShaderMaterial
if sky_mat: if sky_mat:
@@ -264,22 +351,13 @@ func _process(delta: float) -> void:
var e_notte = tempo_giorno >= 2.5 var e_notte = tempo_giorno >= 2.5
if nodo_polvere: if nodo_polvere:
if not tempesta_attiva and not e_notte: nodo_polvere.visible = (not tempesta_attiva and not e_notte)
nodo_polvere.visible = true
else:
nodo_polvere.visible = false
if particelle_lucciole: if particelle_lucciole:
if not tempesta_attiva and e_notte: particelle_lucciole.emitting = (not tempesta_attiva and e_notte)
particelle_lucciole.emitting = true
else:
particelle_lucciole.emitting = false
if particelle_vento: if particelle_vento:
if not tempesta_attiva and not e_notte: particelle_vento.emitting = (not tempesta_attiva and not e_notte)
particelle_vento.emitting = true
else:
particelle_vento.emitting = false
func _genera_evento_meteo_casuale() -> void: func _genera_evento_meteo_casuale() -> void:
sto_cambiando_in_cinematic = true sto_cambiando_in_cinematic = true
@@ -293,7 +371,6 @@ func _genera_evento_meteo_casuale() -> void:
_on_giornata_selezionata(nuovo_orario) _on_giornata_selezionata(nuovo_orario)
elif scelta == 1: elif scelta == 1:
# Blocca il trigger della pioggia in cinematic mode se nevica
if not is_actively_snowing: if not is_actively_snowing:
var piove = randf() > 0.5 var piove = randf() > 0.5
if bottone_pioggia: if bottone_pioggia:
@@ -301,7 +378,6 @@ func _genera_evento_meteo_casuale() -> void:
_on_pioggia_toggled(piove) _on_pioggia_toggled(piove)
elif scelta == 2: elif scelta == 2:
# Blocca il trigger di tempesta/fulmini se nevica
if not is_actively_snowing: if not is_actively_snowing:
if not is_raining: if not is_raining:
if bottone_pioggia: if bottone_pioggia:
@@ -375,17 +451,12 @@ func spawn_single_godray() -> void:
ray.rotation_degrees = godray_rotation_degrees ray.rotation_degrees = godray_rotation_degrees
ray.scale = godray_scale ray.scale = godray_scale
# ==========================================
# --- LOGICA NEVE E NEVICATA ---
# ==========================================
func _on_snow_button_pressed(): func _on_snow_button_pressed():
is_snow_accumulated = !is_snow_accumulated is_snow_accumulated = !is_snow_accumulated
if bottone_nevicata: if bottone_nevicata:
bottone_nevicata.disabled = !is_snow_accumulated 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: if is_snow_accumulated and not is_actively_snowing:
_on_nevicata_button_pressed() _on_nevicata_button_pressed()
elif not is_snow_accumulated and is_actively_snowing: elif not is_snow_accumulated and is_actively_snowing:
@@ -399,14 +470,12 @@ func _on_snow_button_pressed():
snow_tween = create_tween() snow_tween = create_tween()
snow_tween.tween_method(set_snow_amount, actual_snow_amount, target_snow, tempo_transizione_neve) snow_tween.tween_method(set_snow_amount, actual_snow_amount, target_snow, tempo_transizione_neve)
func _on_nevicata_button_pressed(): func _on_nevicata_button_pressed():
if not is_snow_accumulated: if not is_snow_accumulated:
return return
is_actively_snowing = !is_actively_snowing is_actively_snowing = !is_actively_snowing
# Disabilita il pulsante della pioggia. Se pioveva già, spegne la pioggia.
if bottone_pioggia: if bottone_pioggia:
bottone_pioggia.disabled = is_actively_snowing bottone_pioggia.disabled = is_actively_snowing
if is_actively_snowing and is_raining: if is_actively_snowing and is_raining:
@@ -417,7 +486,7 @@ func _on_nevicata_button_pressed():
particelle_neve.emitting = is_actively_snowing particelle_neve.emitting = is_actively_snowing
if overlay_nebbia_schermo and overlay_nebbia_schermo.material: 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 var target_radius: float = 0.350 if is_actively_snowing else 0.465
if cold_tween and cold_tween.is_valid(): if cold_tween and cold_tween.is_valid():

View File

@@ -9,40 +9,56 @@ uniform vec4 albedo_color : source_color = vec4(1.0);
uniform sampler2D albedo_texture : source_color, filter_nearest; uniform sampler2D albedo_texture : source_color, filter_nearest;
uniform bool use_texture = true; uniform bool use_texture = true;
uniform vec2 uv_scale = vec2(1.0, 1.0); 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; 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; group_uniforms Toon_Lighting;
uniform float light_steps : hint_range(1.0, 10.0, 1.0) = 3.0; 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 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 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; 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; uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6;
group_uniforms Emission_Settings; group_uniforms Emission_Settings;
uniform vec4 emission_color : source_color = vec4(0.0, 0.0, 0.0, 1.0); 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; 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() { 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); vec2 final_uv = (UV * uv_scale) + vec2(0.0, palette_shift_y);
vec4 tex = texture(albedo_texture, final_uv); vec4 tex = texture(albedo_texture, final_uv);
vec3 base_color = albedo_color.rgb; vec3 base_color = albedo_color.rgb;
if (use_texture) base_color *= tex.rgb; if (use_texture) base_color *= tex.rgb;
// Passiamo il colore crudo a Godot. // --- APPLICAZIONE GRADIENTE B我們 ---
// Godot si occuperà di moltiplicarlo per la luce alla fine. // Calcoliamo il mix tra l'altezza minima e massima (0.0 = Bottom, 1.0 = Top)
ALBEDO = base_color; 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; EMISSION = emission_color.rgb * emission_energy;
} }
// --- NUOVA LOGICA LUCE INTEGRATA ---
void light() { void light() {
float shadow_factor = mix(1.0 - cast_shadow_strength, 1.0, ATTENUATION); float shadow_factor = mix(1.0 - cast_shadow_strength, 1.0, ATTENUATION);
float n_dot_l = dot(NORMAL, LIGHT); 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)); 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); float cutoff_mask = smoothstep(0.0, 0.05, ATTENUATION);
DIFFUSE_LIGHT += (final_toon_light * LIGHT_COLOR) * cutoff_mask; DIFFUSE_LIGHT += (final_toon_light * LIGHT_COLOR) * cutoff_mask;

View File

@@ -58,3 +58,15 @@ global_snow_amount={
"type": "float", "type": "float",
"value": 0.0 "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
}