improve lighting - grass shader
This commit is contained in:
@@ -3,6 +3,7 @@
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_xa3jw"]
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noise_type = 3
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seed = 1
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frequency = 0.0158
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metadata/_preview_in_3d_space_ = true
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[resource]
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@@ -1,8 +1,17 @@
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[gd_resource type="ShaderMaterial" format=3 uid="uid://cabv225thcqi3"]
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[ext_resource type="Shader" uid="uid://co2jw3fnyc6aa" path="res://Shaders/tree_leaves.gdshader" id="1_b31b8"]
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[ext_resource type="Shader" uid="uid://cjratw2ndyu8x" path="res://Shaders/grass_leaves.gdshader" id="1_b31b8"]
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[ext_resource type="Texture2D" uid="uid://32bpa4nk3av1" path="res://Assets/Textures/grass_round.png" id="2_b31b8"]
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_xa3jw"]
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noise_type = 3
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seed = 1
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metadata/_preview_in_3d_space_ = true
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_0rbw3"]
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noise = SubResource("FastNoiseLite_xa3jw")
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seamless = true
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[resource]
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render_priority = 0
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shader = ExtResource("1_b31b8")
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@@ -14,11 +23,15 @@ shader_parameter/leaves_scale = 0.65
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shader_parameter/rotation_degrees = 180.0
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shader_parameter/texture_offset = Vector2(0, 0)
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shader_parameter/opacity = 1.0
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shader_parameter/color_variance_noise = SubResource("NoiseTexture2D_0rbw3")
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shader_parameter/variance_scale = 0.05
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shader_parameter/variance_color = Color(0.3, 0.5, 0.2, 1)
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shader_parameter/variance_intensity = 0.4
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shader_parameter/snow_color = Color(0.85, 0.9, 0.95, 1)
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shader_parameter/height_min = 0.0
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shader_parameter/height_max = 5.0
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shader_parameter/shadow_intensity = 0.6000000285
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shader_parameter/highlight_intensity = 0.10000000475
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shader_parameter/light_steps = 10.0
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shader_parameter/light_steps = 8.582000360144999
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shader_parameter/random_mix = 0.0150000007125
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shader_parameter/cast_shadow_strength = 0.6
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@@ -18,8 +18,9 @@ shader_parameter/step_softness = 0.1
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shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
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shader_parameter/shadow_offset = 0.0
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shader_parameter/cast_shadow_strength = 0.6
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shader_parameter/specular_size = 20.000000475
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shader_parameter/specular_softness = 0.10000000149012
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shader_parameter/specular_intensity_multiplier = 1.0000000475
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shader_parameter/use_ghibli_glint = true
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shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
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shader_parameter/glint_intensity = 3.0000001425
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shader_parameter/glint_sharpness = 7.000000285
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shader_parameter/emission_color = Color(0, 0, 0, 1)
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shader_parameter/emission_energy = 0.0
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@@ -16,8 +16,9 @@ shader_parameter/step_softness = 0.1
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shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
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shader_parameter/shadow_offset = 0.0
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shader_parameter/cast_shadow_strength = 0.6
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shader_parameter/specular_size = 60.0
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shader_parameter/specular_softness = 0.01
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shader_parameter/specular_intensity_multiplier = 0.5
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shader_parameter/use_ghibli_glint = true
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shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
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shader_parameter/glint_intensity = 1.0
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shader_parameter/glint_sharpness = 32.0
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shader_parameter/emission_color = Color(0, 0, 0, 1)
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shader_parameter/emission_energy = 0.0
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@@ -2,27 +2,25 @@
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[ext_resource type="Shader" uid="uid://cglb64vpwpgpu" path="res://Shaders/Water2.gdshader" id="1_7u5yi"]
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_80fwj"]
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noise_type = 2
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frequency = 0.0073
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fractal_type = 0
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_7u5yi"]
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frequency = 0.0006
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_xjipq"]
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noise = SubResource("FastNoiseLite_80fwj")
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_1eskk"]
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noise = SubResource("FastNoiseLite_7u5yi")
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seamless = true
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[resource]
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render_priority = 0
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shader = ExtResource("1_7u5yi")
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shader_parameter/deep_water_color = Color(3.272891e-06, 0.45801657, 0.7807932, 1)
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shader_parameter/deep_water_color = Color(0.14384246, 0.38601622, 1, 1)
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shader_parameter/shallow_water_color = Color(1.6171933e-05, 0.4858659, 0.8463654, 1)
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shader_parameter/beer_law_factor = 5.0
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shader_parameter/beer_law_factor = 0.170000008075
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shader_parameter/shore_foam_color = Color(1, 1, 1, 1)
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shader_parameter/crest_foam_color = Color(0.5127949, 0.7491377, 1, 1)
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shader_parameter/shore_foam_distance = 2.15600010241
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shader_parameter/crest_foam_color = Color(0.9, 0.95, 1, 1)
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shader_parameter/shore_foam_distance = 3.0000001425
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shader_parameter/wave_rotation = 3.154000149815
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shader_parameter/wave_height = 0.50000002375
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shader_parameter/wave_frequency = 5.0
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shader_parameter/wave_height = 0.5
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shader_parameter/wave_frequency = 5.485
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shader_parameter/wave_speed = 2.0
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shader_parameter/wave_distortion = 0.400000019
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shader_parameter/noise_texture = SubResource("NoiseTexture2D_xjipq")
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shader_parameter/wave_distortion = 1.226000058235
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shader_parameter/noise_texture = SubResource("NoiseTexture2D_1eskk")
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@@ -7,6 +7,8 @@
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[ext_resource type="PackedScene" uid="uid://bfvtlpkcnbgke" path="res://Scenes/Chunk_Scene/BordiSentiero/Bordi_sentiero_Rettilineo.tscn" id="5_nw560"]
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[ext_resource type="Material" uid="uid://bjrb33qwp1p43" path="res://Materials/Grass3.tres" id="5_one63"]
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[ext_resource type="Material" uid="uid://0x17mj2v807r" path="res://Materials/Grass4.tres" id="6_nw560"]
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[ext_resource type="PackedScene" uid="uid://4iye3qapad4y" path="res://Scenes/Test/Colonnina_Blockout.tscn" id="8_ubxrb"]
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[ext_resource type="PackedScene" uid="uid://h63qncgtdqpi" path="res://Scenes/Test/Casetta_Blockout.tscn" id="9_fuvrv"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_rsn8b"]
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render_priority = 0
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@@ -25,6 +27,12 @@ shader_parameter/cast_shadow_strength = 0.6
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shader_parameter/specular_size = 60.0
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shader_parameter/specular_softness = 0.01
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shader_parameter/specular_intensity_multiplier = 0.5
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shader_parameter/rim_color = Color(1, 1, 1, 1)
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shader_parameter/rim_size = 0.4
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shader_parameter/rim_softness = 0.05
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shader_parameter/rim_intensity = 1.0
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shader_parameter/rim_spread = 0.5
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shader_parameter/rim_ambient = 0.1
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shader_parameter/emission_color = Color(0, 0, 0, 1)
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shader_parameter/emission_energy = 0.0
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@@ -51,6 +59,12 @@ shader_parameter/cast_shadow_strength = 0.6
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shader_parameter/specular_size = 60.0
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shader_parameter/specular_softness = 0.01
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shader_parameter/specular_intensity_multiplier = 0.5
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shader_parameter/rim_color = Color(1, 1, 1, 1)
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shader_parameter/rim_size = 0.4
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shader_parameter/rim_softness = 0.05
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shader_parameter/rim_intensity = 1.0
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shader_parameter/rim_spread = 0.5
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shader_parameter/rim_ambient = 0.1
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shader_parameter/emission_color = Color(0, 0, 0, 1)
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shader_parameter/emission_energy = 0.0
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@@ -197,3 +211,21 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.0951338, 0)
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material_override = ExtResource("6_nw560")
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cast_shadow = 0
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multimesh = SubResource("MultiMesh_stvfq")
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[node name="ArtTest3" parent="." index="27" unique_id=143340255 instance=ExtResource("8_ubxrb")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.1854491, 0.19475889, -0.71178675)
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[node name="ArtTest4" parent="." index="28" unique_id=803997176 instance=ExtResource("8_ubxrb")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8.012503, 0.19475889, -17.45206)
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[node name="ArtTest5" parent="." index="29" unique_id=378316020 instance=ExtResource("8_ubxrb")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -17.189882, 0.19475889, 9.40596)
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[node name="ArtTest6" parent="." index="30" unique_id=1285357086 instance=ExtResource("8_ubxrb")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.47019768, 0.19475889, 21.547256)
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[node name="ArtTest7" parent="." index="31" unique_id=1569496797 instance=ExtResource("8_ubxrb")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 20.470198, 0.19475889, 0.54725647)
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[node name="ArtTest34" parent="." index="32" unique_id=534731899 instance=ExtResource("9_fuvrv")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 28.513657, 0, 16.740269)
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@@ -8,9 +8,10 @@
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[ext_resource type="Material" uid="uid://cabv225thcqi3" path="res://Materials/Grass2.tres" id="5_egosm"]
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[ext_resource type="Material" uid="uid://bjrb33qwp1p43" path="res://Materials/Grass3.tres" id="7_qrnbh"]
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[ext_resource type="Material" uid="uid://0x17mj2v807r" path="res://Materials/Grass4.tres" id="8_8w7k2"]
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[ext_resource type="Shader" uid="uid://co2jw3fnyc6aa" path="res://Shaders/tree_leaves.gdshader" id="9_8w7k2"]
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[ext_resource type="Shader" uid="uid://cjratw2ndyu8x" path="res://Shaders/grass_leaves.gdshader" id="9_8w7k2"]
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[ext_resource type="Texture2D" uid="uid://3cj462y71s5w" path="res://Assets/Textures/leaf_alpha.png" id="10_fjjk2"]
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[ext_resource type="SphereMesh" uid="uid://d008b0x0810qh" path="res://Assets/Meshes/Bush.tres" id="11_eamw4"]
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[ext_resource type="PackedScene" uid="uid://4iye3qapad4y" path="res://Scenes/Test/Colonnina_Blockout.tscn" id="12_fjjk2"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_h6p6r"]
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size = Vector3(20, 10, 20)
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@@ -47,6 +48,9 @@ shader_parameter/leaves_scale = 0.5
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shader_parameter/rotation_degrees = 180.0
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shader_parameter/texture_offset = Vector2(0, 0.155)
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shader_parameter/opacity = 1.0
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shader_parameter/variance_scale = 0.1
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shader_parameter/variance_color = Color(0.3, 0.5, 0.2, 1)
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shader_parameter/variance_intensity = 0.4
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shader_parameter/snow_color = Color(0.85, 0.9, 0.95, 1)
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shader_parameter/height_min = 0.6
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shader_parameter/height_max = 1.415
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@@ -178,5 +182,12 @@ skeleton = NodePath("../..")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="." index="18" unique_id=392190665]
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transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 1.7709007, 0)
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visible = false
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mesh = SubResource("PlaneMesh_eamw4")
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skeleton = NodePath("../Chunk_020")
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[node name="ArtTest3" parent="." index="19" unique_id=143340255 instance=ExtResource("12_fjjk2")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8.535887, 0.20021093, 0.7700391)
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[node name="ArtTest4" parent="." index="20" unique_id=1061271863 instance=ExtResource("12_fjjk2")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8.170193, 0.20021093, 0.7700391)
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@@ -19,6 +19,7 @@
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[ext_resource type="Material" uid="uid://wkegx4a21x7u" path="res://Materials/Staccionata.tres" id="10_is3ra"]
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||||
[ext_resource type="PackedScene" uid="uid://co3scydwgpvgc" path="res://Scenes/Chunk_Scene/Orto/test_orto_big.tscn" id="11_is3ra"]
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||||
[ext_resource type="PackedScene" uid="uid://mj15bepbgy02" path="res://Scenes/house_test_4.tscn" id="18_26pld"]
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||||
[ext_resource type="PackedScene" uid="uid://4iye3qapad4y" path="res://Scenes/Test/Colonnina_Blockout.tscn" id="20_raxwl"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_e6du4"]
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render_priority = 0
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@@ -98,9 +99,10 @@ shader_parameter/step_softness = 0.1
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shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
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shader_parameter/shadow_offset = 0.0
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shader_parameter/cast_shadow_strength = 0.6
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shader_parameter/specular_size = 60.0
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shader_parameter/specular_softness = 0.01
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shader_parameter/specular_intensity_multiplier = 0.5
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shader_parameter/use_ghibli_glint = true
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shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
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shader_parameter/glint_intensity = 3.0
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shader_parameter/glint_sharpness = 7.0
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shader_parameter/emission_color = Color(0, 0, 0, 1)
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shader_parameter/emission_energy = 0.0
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@@ -460,6 +462,9 @@ multimesh = SubResource("MultiMesh_6bpc0")
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[node name="HouseTest_4" parent="." index="35" unique_id=1727780766 instance=ExtResource("18_26pld")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6.123956, 0, 5.567298)
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[node name="ArtTest3" parent="." index="36" unique_id=143340255 instance=ExtResource("20_raxwl")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.3400893, 0, 0.8650651)
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[editable path="Grass4"]
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[editable path="Grass2"]
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[editable path="Grass6"]
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@@ -18,6 +18,7 @@
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[ext_resource type="Material" uid="uid://wkegx4a21x7u" path="res://Materials/Staccionata.tres" id="15_u5vqi"]
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||||
[ext_resource type="PackedScene" uid="uid://d12t04rs47jq3" path="res://Scenes/Test/Tree_V1.tscn" id="16_w82ua"]
|
||||
[ext_resource type="PackedScene" uid="uid://mj15bepbgy02" path="res://Scenes/house_test_4.tscn" id="17_r7got"]
|
||||
[ext_resource type="PackedScene" uid="uid://4iye3qapad4y" path="res://Scenes/Test/Colonnina_Blockout.tscn" id="19_jqp0n"]
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_xt73x"]
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||||
render_priority = 0
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||||
@@ -100,6 +101,12 @@ shader_parameter/cast_shadow_strength = 0.6
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||||
shader_parameter/specular_size = 60.0
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||||
shader_parameter/specular_softness = 0.01
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||||
shader_parameter/specular_intensity_multiplier = 0.5
|
||||
shader_parameter/rim_color = Color(1, 1, 1, 1)
|
||||
shader_parameter/rim_size = 0.4
|
||||
shader_parameter/rim_softness = 0.05
|
||||
shader_parameter/rim_intensity = 1.0
|
||||
shader_parameter/rim_spread = 0.5
|
||||
shader_parameter/rim_ambient = 0.1
|
||||
shader_parameter/emission_color = Color(0, 0, 0, 1)
|
||||
shader_parameter/emission_energy = 0.0
|
||||
|
||||
@@ -432,6 +439,9 @@ transform = Transform3D(1.1937449, 0, 1.0893248, 0, 1.768, 0, -1.210361, 0, 1.07
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||||
[node name="HouseTest_4" parent="." index="40" unique_id=1727780766 instance=ExtResource("17_r7got")]
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||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5.7327065, 0, 5.388262)
|
||||
|
||||
[node name="ArtTest3" parent="." index="41" unique_id=143340255 instance=ExtResource("19_jqp0n")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.5760078, 4.7683716e-07, 1.1974034)
|
||||
|
||||
[editable path="Grass4"]
|
||||
[editable path="Grass2"]
|
||||
[editable path="Grass6"]
|
||||
|
||||
@@ -54,7 +54,6 @@
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||||
[ext_resource type="PackedScene" uid="uid://xebpudhewwwj" path="res://Scenes/Chunk_Scene/Chunk/Campagna/Chunk_C_L_2.tscn" id="35_n33lw"]
|
||||
[ext_resource type="Shader" uid="uid://bl1dwh2k06yy5" path="res://Shaders/Blur.gdshader" id="46_nonqo"]
|
||||
[ext_resource type="Shader" uid="uid://bttmyh64kihyr" path="res://Shaders/Nebbia2D.gdshader" id="47_7j5hj"]
|
||||
[ext_resource type="SphereMesh" uid="uid://d008b0x0810qh" path="res://Assets/Meshes/Bush.tres" id="55_qdxup"]
|
||||
|
||||
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_10fbe"]
|
||||
noise = ExtResource("6_00nhk")
|
||||
@@ -95,8 +94,12 @@ sky = SubResource("Sky_dhgqn")
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||||
ambient_light_source = 2
|
||||
tonemap_mode = 2
|
||||
ssao_enabled = true
|
||||
ssao_radius = 0.5
|
||||
ssao_intensity = 14.0
|
||||
ssao_detail = 0.0
|
||||
ssil_enabled = true
|
||||
glow_enabled = true
|
||||
glow_levels/4 = 1.0
|
||||
glow_intensity = 0.4
|
||||
glow_strength = 0.65
|
||||
glow_bloom = 1.0
|
||||
@@ -493,9 +496,10 @@ shader_parameter/step_softness = 0.1
|
||||
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
|
||||
shader_parameter/shadow_offset = 0.0
|
||||
shader_parameter/cast_shadow_strength = 0.6
|
||||
shader_parameter/specular_size = 60.0
|
||||
shader_parameter/specular_softness = 0.01
|
||||
shader_parameter/specular_intensity_multiplier = 0.5
|
||||
shader_parameter/use_ghibli_glint = true
|
||||
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
|
||||
shader_parameter/glint_intensity = 1.0
|
||||
shader_parameter/glint_sharpness = 32.0
|
||||
shader_parameter/emission_color = Color(0, 0, 0, 1)
|
||||
shader_parameter/emission_energy = 0.0
|
||||
|
||||
@@ -513,9 +517,10 @@ shader_parameter/step_softness = 0.1
|
||||
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
|
||||
shader_parameter/shadow_offset = 0.0
|
||||
shader_parameter/cast_shadow_strength = 0.6
|
||||
shader_parameter/specular_size = 60.0
|
||||
shader_parameter/specular_softness = 0.01
|
||||
shader_parameter/specular_intensity_multiplier = 0.5
|
||||
shader_parameter/use_ghibli_glint = true
|
||||
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
|
||||
shader_parameter/glint_intensity = 1.0
|
||||
shader_parameter/glint_sharpness = 32.0
|
||||
shader_parameter/emission_color = Color(0, 0, 0, 1)
|
||||
shader_parameter/emission_energy = 0.0
|
||||
|
||||
@@ -633,9 +638,10 @@ shader_parameter/step_softness = 0.1
|
||||
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
|
||||
shader_parameter/shadow_offset = 0.0
|
||||
shader_parameter/cast_shadow_strength = 0.6
|
||||
shader_parameter/specular_size = 60.0
|
||||
shader_parameter/specular_softness = 0.01
|
||||
shader_parameter/specular_intensity_multiplier = 0.5
|
||||
shader_parameter/use_ghibli_glint = true
|
||||
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
|
||||
shader_parameter/glint_intensity = 1.0
|
||||
shader_parameter/glint_sharpness = 32.0
|
||||
shader_parameter/emission_color = Color(0, 0, 0, 1)
|
||||
shader_parameter/emission_energy = 0.0
|
||||
|
||||
@@ -653,9 +659,10 @@ shader_parameter/step_softness = 0.1
|
||||
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
|
||||
shader_parameter/shadow_offset = 0.0
|
||||
shader_parameter/cast_shadow_strength = 0.6
|
||||
shader_parameter/specular_size = 60.0
|
||||
shader_parameter/specular_softness = 0.01
|
||||
shader_parameter/specular_intensity_multiplier = 0.5
|
||||
shader_parameter/use_ghibli_glint = true
|
||||
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
|
||||
shader_parameter/glint_intensity = 1.0
|
||||
shader_parameter/glint_sharpness = 32.0
|
||||
shader_parameter/emission_color = Color(0, 0, 0, 1)
|
||||
shader_parameter/emission_energy = 0.0
|
||||
|
||||
@@ -780,7 +787,7 @@ rotazione_sole_pomeriggio = Vector3(-150, 8, 0)
|
||||
rotazione_sole_notte = Vector3(-66, 85, 0)
|
||||
esposizione_mattina = 0.8
|
||||
esposizione_pomeriggio = 0.7
|
||||
esposizione_notte = 0.9
|
||||
esposizione_notte = 0.7
|
||||
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)
|
||||
@@ -797,7 +804,7 @@ densita_nebbia_mattina = 0.02
|
||||
densita_nebbia_pomeriggio = 0.02
|
||||
bloom_mattina = 0.4
|
||||
bloom_notte = 0.6
|
||||
energia_luce_notte = 0.6
|
||||
energia_luce_notte = 1.0
|
||||
materiale_nebbia = ExtResource("2_4xv0h")
|
||||
materiale_pioggia_gocce = ExtResource("3_4wepm")
|
||||
materiale_nuvole = ExtResource("4_00nhk")
|
||||
@@ -870,7 +877,7 @@ shadow_enabled = true
|
||||
shadow_bias = 0.2
|
||||
shadow_normal_bias = 0.0
|
||||
shadow_opacity = 0.97
|
||||
shadow_blur = 0.4
|
||||
shadow_blur = 2.0
|
||||
directional_shadow_mode = 0
|
||||
directional_shadow_fade_start = 0.9
|
||||
|
||||
@@ -891,6 +898,7 @@ mouse_target = true
|
||||
|
||||
[node name="SubViewport" type="SubViewport" parent="SubViewportContainer" unique_id=1099909885]
|
||||
handle_input_locally = false
|
||||
use_taa = true
|
||||
canvas_item_default_texture_filter = 2
|
||||
size = Vector2i(1920, 1080)
|
||||
render_target_update_mode = 4
|
||||
@@ -20967,6 +20975,7 @@ mouse_filter = 2
|
||||
|
||||
[node name="ScreenEffect2" type="CanvasLayer" parent="SubViewportContainer/SubViewport" unique_id=2088057254]
|
||||
layer = 3
|
||||
visible = false
|
||||
follow_viewport_scale = 0.001
|
||||
|
||||
[node name="Nebbia" type="ColorRect" parent="SubViewportContainer/SubViewport/ScreenEffect2" unique_id=1102385319]
|
||||
@@ -20990,9 +20999,6 @@ grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
mouse_filter = 2
|
||||
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="." unique_id=416394629]
|
||||
mesh = ExtResource("55_qdxup")
|
||||
|
||||
[editable path="SubViewportContainer/SubViewport/World/Blockout_1/Mare/rock25"]
|
||||
[editable path="SubViewportContainer/SubViewport/World/Blockout_1/Tree2/Trees/tree2"]
|
||||
[editable path="SubViewportContainer/SubViewport/World/Blockout_1/Tree2/Trees/tree3"]
|
||||
|
||||
@@ -28,9 +28,10 @@ shader_parameter/step_softness = 0.1
|
||||
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
|
||||
shader_parameter/shadow_offset = 0.0
|
||||
shader_parameter/cast_shadow_strength = 0.6
|
||||
shader_parameter/specular_size = 60.0
|
||||
shader_parameter/specular_softness = 0.01
|
||||
shader_parameter/specular_intensity_multiplier = 0.5
|
||||
shader_parameter/use_ghibli_glint = true
|
||||
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
|
||||
shader_parameter/glint_intensity = 3.0
|
||||
shader_parameter/glint_sharpness = 7.0
|
||||
shader_parameter/emission_color = Color(0, 0, 0, 1)
|
||||
shader_parameter/emission_energy = 0.0
|
||||
|
||||
@@ -82,9 +83,10 @@ shader_parameter/step_softness = 0.1
|
||||
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
|
||||
shader_parameter/shadow_offset = 0.0
|
||||
shader_parameter/cast_shadow_strength = 0.6
|
||||
shader_parameter/specular_size = 60.0
|
||||
shader_parameter/specular_softness = 0.01
|
||||
shader_parameter/specular_intensity_multiplier = 0.5
|
||||
shader_parameter/use_ghibli_glint = true
|
||||
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
|
||||
shader_parameter/glint_intensity = 3.0
|
||||
shader_parameter/glint_sharpness = 7.0
|
||||
shader_parameter/emission_color = Color(0, 0, 0, 1)
|
||||
shader_parameter/emission_energy = 0.0
|
||||
|
||||
|
||||
133
Shaders/grass_leaves.gdshader
Normal file
133
Shaders/grass_leaves.gdshader
Normal file
@@ -0,0 +1,133 @@
|
||||
shader_type spatial;
|
||||
|
||||
render_mode specular_disabled, cull_disabled, ambient_light_disabled;
|
||||
|
||||
// --- GLOBAL UNIFORMS (Vento e Neve) ---
|
||||
global uniform float wind_scale;
|
||||
global uniform float wind_speed;
|
||||
global uniform float wind_strength;
|
||||
global uniform vec3 wind_direction;
|
||||
global uniform sampler2D wind_noise : filter_linear_mipmap;
|
||||
global uniform float global_snow_amount;
|
||||
|
||||
// --- PARAMETRI ESTETICI ---
|
||||
uniform bool billboard_enabled = true;
|
||||
uniform bool wind_enabled = true;
|
||||
uniform vec4 base_color : source_color = vec4(0.2, 0.6, 0.3, 1.0);
|
||||
uniform sampler2D alpha_texture : source_color, filter_nearest;
|
||||
uniform float leaves_scale = 1.0;
|
||||
uniform float rotation_degrees = 0.0;
|
||||
uniform vec2 texture_offset = vec2(0.0, 0.0);
|
||||
uniform float opacity : hint_range(0.0, 1.0) = 1.0;
|
||||
|
||||
// ---> NUOVI PARAMETRI PER VARIAZIONE ERBA <---
|
||||
group_uniforms Grass_Variance;
|
||||
uniform sampler2D color_variance_noise : filter_linear_mipmap; // Trascina qui un FastNoiseLite
|
||||
uniform float variance_scale = 0.1; // Grandezza delle chiazze (più basso = chiazze più grandi)
|
||||
uniform vec4 variance_color : source_color = vec4(0.3, 0.5, 0.2, 1.0); // Colore delle chiazze (es: verde più scuro o giallastro)
|
||||
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);
|
||||
|
||||
// --- CONTROLLO GRADIENTE E RANDOM ---
|
||||
uniform float height_min = 0.0;
|
||||
uniform float height_max = 5.0;
|
||||
uniform float shadow_intensity : hint_range(0.0, 1.0) = 0.5;
|
||||
uniform float highlight_intensity : hint_range(0.0, 1.0) = 0.3;
|
||||
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;
|
||||
|
||||
varying vec3 v_final_color;
|
||||
varying float v_shade_factor;
|
||||
varying vec3 v_world_pos; // Passiamo la posizione mondo per il rumore
|
||||
|
||||
float hash(vec3 p) {
|
||||
p = fract(p * 0.1031);
|
||||
p += dot(p, p.yzx + 33.33);
|
||||
return fract((p.x + p.y) * p.z);
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
vec3 instance_pos = MODEL_MATRIX[3].xyz;
|
||||
v_world_pos = instance_pos; // Salviamo la posizione dell'istanza
|
||||
|
||||
// --- LOGICA VENTO ---
|
||||
float total_angle = radians(rotation_degrees);
|
||||
if (wind_enabled) {
|
||||
float time = TIME * wind_speed;
|
||||
vec2 noise_uv = (instance_pos.xz * wind_scale) + (time * wind_direction.xz * 0.5);
|
||||
float noise_val = textureLod(wind_noise, noise_uv, 2.0).r;
|
||||
float sway = sin(time + (noise_val * 10.0));
|
||||
total_angle += (sway * wind_strength);
|
||||
}
|
||||
|
||||
// --- CALCOLO COLORE ---
|
||||
float h_factor = clamp((instance_pos.y - height_min) / (height_max - height_min), 0.0, 1.0);
|
||||
float leaf_rand = hash(instance_pos);
|
||||
float combined_factor = mix(h_factor, leaf_rand, random_mix);
|
||||
combined_factor = ceil(combined_factor * light_steps) / light_steps;
|
||||
|
||||
v_shade_factor = combined_factor;
|
||||
|
||||
vec3 dark_color = base_color.rgb * (1.0 - shadow_intensity);
|
||||
vec3 light_color = base_color.rgb + (vec3(1.0) - base_color.rgb) * highlight_intensity;
|
||||
v_final_color = mix(dark_color, light_color, combined_factor);
|
||||
|
||||
// --- LOGICA TRASFORMAZIONE ---
|
||||
if (billboard_enabled) {
|
||||
vec3 view_pos_origin = (VIEW_MATRIX * vec4(instance_pos, 1.0)).xyz;
|
||||
vec2 offset = (UV - 0.5) * leaves_scale;
|
||||
|
||||
float c = cos(total_angle);
|
||||
float s = sin(total_angle);
|
||||
vec2 rotated_offset = vec2(offset.x * c - offset.y * s, offset.x * s + offset.y * c);
|
||||
|
||||
vec3 final_pos = view_pos_origin + vec3(rotated_offset.x, rotated_offset.y, 0.0);
|
||||
|
||||
MODELVIEW_MATRIX = mat4(1.0);
|
||||
MODELVIEW_MATRIX[3].xyz = final_pos;
|
||||
VERTEX = vec3(0.0);
|
||||
} else {
|
||||
float c = cos(total_angle);
|
||||
float s = sin(total_angle);
|
||||
|
||||
vec2 local_v = (VERTEX.xy) * leaves_scale;
|
||||
VERTEX.x = local_v.x * c - local_v.y * s;
|
||||
VERTEX.y = local_v.x * s + local_v.y * c;
|
||||
}
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
vec2 shifted_uv = UV + texture_offset;
|
||||
vec4 tex = texture(alpha_texture, shifted_uv);
|
||||
|
||||
// ---> LOGICA VARIAZIONE COLORE MONDO <---
|
||||
// Usiamo la posizione XZ del mondo per campionare il rumore
|
||||
float noise_sample = texture(color_variance_noise, v_world_pos.xz * variance_scale).r;
|
||||
// Applichiamo la variazione al colore finale dell'erba
|
||||
vec3 varied_grass_color = mix(v_final_color, variance_color.rgb, noise_sample * variance_intensity);
|
||||
|
||||
float top_mask = 1.0 - shifted_uv.y;
|
||||
float snow_mask = smoothstep(1.0 - global_snow_amount, 1.2 - global_snow_amount, top_mask);
|
||||
snow_mask *= step(0.01, global_snow_amount);
|
||||
|
||||
vec3 dark_snow = snow_color.rgb * (1.0 - shadow_intensity);
|
||||
vec3 shaded_snow = mix(dark_snow, snow_color.rgb, v_shade_factor);
|
||||
|
||||
// Mescoliamo il colore variato con la neve
|
||||
vec3 final_albedo = mix(varied_grass_color, shaded_snow, snow_mask);
|
||||
|
||||
ALBEDO = final_albedo;
|
||||
ALPHA = tex.r * opacity;
|
||||
ALPHA_SCISSOR_THRESHOLD = 0.5;
|
||||
|
||||
ROUGHNESS = 0.02;
|
||||
}
|
||||
|
||||
void light() {
|
||||
float shadow_factor = mix(1.0 - cast_shadow_strength, 1.0, ATTENUATION);
|
||||
float cutoff_mask = smoothstep(0.0, 0.05, ATTENUATION);
|
||||
DIFFUSE_LIGHT += (shadow_factor * LIGHT_COLOR) * cutoff_mask;
|
||||
}
|
||||
1
Shaders/grass_leaves.gdshader.uid
Normal file
1
Shaders/grass_leaves.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cjratw2ndyu8x
|
||||
109
Shaders/stylized.gdshader
Normal file
109
Shaders/stylized.gdshader
Normal file
@@ -0,0 +1,109 @@
|
||||
shader_type spatial;
|
||||
|
||||
group_uniforms Shader.Albedo;
|
||||
uniform vec4 albedo_color : source_color = vec4(1.0);
|
||||
uniform sampler2D albedo_texture;
|
||||
uniform float albedo_affect : hint_range(0.0, 1.0, 0.05) = 0.0;
|
||||
|
||||
group_uniforms Shader.Light;
|
||||
uniform bool use_stepped = true;
|
||||
uniform float steps = 3.0;
|
||||
uniform float step_smoothness : hint_range(0.0, 1.0, 0.05) = 0.3;
|
||||
uniform vec4 shadow_tint : source_color;
|
||||
uniform float shadow_tint_amount : hint_range(0.0, 1.0, 0.1) = 0.4;
|
||||
|
||||
group_uniforms Shader.Specular;
|
||||
uniform float specular : hint_range(0.0, 1.0, 0.05) = 0.0;
|
||||
|
||||
group_uniforms Shader.Normal;
|
||||
uniform float normal_strength : hint_range(0.0, 1.0, 0.05) = 0.0;
|
||||
uniform sampler2D normal_texture;
|
||||
|
||||
group_uniforms Shader.Rim;
|
||||
uniform bool use_rim = true;
|
||||
uniform vec4 rim_color : source_color = vec4(1.0);
|
||||
uniform float rim_amount = 2.0;
|
||||
uniform float rim_smoothness = 0.2;
|
||||
uniform float rim_mask_shadow : hint_range(0.0, 1.0, 0.05) = 1.0;
|
||||
uniform float rim_blend : hint_range(0.0, 1.0, 0.05) = 1.0;
|
||||
|
||||
group_uniforms Shader.Pattern;
|
||||
uniform bool use_pattern = true;
|
||||
uniform sampler2D pattern_texture;
|
||||
uniform int pattern_uv_mode : hint_enum("UV", "Screen", "Local Screen") = 2;
|
||||
uniform float pattern_tiling = 32.0;
|
||||
uniform float pattern_amount : hint_range(0.0, 1.0, 0.05) = 0.5;
|
||||
uniform float pattern_smoothness : hint_range(0.0, 1.0, 0.05) = 0.5;
|
||||
uniform float pattern_blend : hint_range(0.0, 1.0, 0.05) = 0.2;
|
||||
|
||||
varying vec4 node_position;
|
||||
|
||||
float fresnel(float amount, vec3 normal, vec3 view)
|
||||
{
|
||||
return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
|
||||
}
|
||||
|
||||
vec2 pattern_uv(vec2 uv, vec2 screen_uv){
|
||||
vec2 p_uv = uv;
|
||||
if(pattern_uv_mode == 1) { p_uv = screen_uv; }
|
||||
if(pattern_uv_mode == 2) { p_uv = (screen_uv * 2.0 - 1.0) * node_position.w - node_position.xy; }
|
||||
return p_uv;
|
||||
}
|
||||
|
||||
float shape_value(float value, vec2 uv, vec2 screen_size){
|
||||
float aspect = screen_size.y / screen_size.x;
|
||||
vec2 pattern_uv = uv * pattern_tiling * vec2(1.0, aspect);
|
||||
float shadow_pattern = texture(pattern_texture, pattern_uv).r;
|
||||
shadow_pattern = clamp(smoothstep(shadow_pattern - pattern_smoothness, shadow_pattern + pattern_smoothness, value + pattern_amount), 0.0, value + pattern_amount);
|
||||
return shadow_pattern;
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
node_position = (PROJECTION_MATRIX * vec4(NODE_POSITION_VIEW, 1.0));
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
vec4 albedo = texture(albedo_texture, UV) * albedo_color;
|
||||
vec4 normal_map = texture(normal_texture, UV);
|
||||
|
||||
ALBEDO = albedo.rgb;
|
||||
|
||||
NORMAL_MAP = mix(vec3(0.5,0.5,1.0), normal_map.rgb, normal_strength);
|
||||
|
||||
SPECULAR = specular;
|
||||
}
|
||||
|
||||
void light () {
|
||||
float ndotl = clamp(dot(NORMAL,LIGHT),0.0,1.0) * ATTENUATION;
|
||||
|
||||
float light = ndotl;
|
||||
|
||||
if(use_stepped){
|
||||
float light_mult = light * steps;
|
||||
float step_base = floor(light_mult);
|
||||
float light_factor = light_mult - step_base;
|
||||
|
||||
light_factor = smoothstep(0.5 - step_smoothness, 0.5 + step_smoothness, light_factor);
|
||||
light = (step_base + light_factor) / steps;
|
||||
}
|
||||
|
||||
if(use_pattern){
|
||||
vec2 p_uv = pattern_uv(UV, SCREEN_UV);
|
||||
|
||||
light = mix(light, shape_value(light, p_uv, VIEWPORT_SIZE), pattern_blend);
|
||||
}
|
||||
|
||||
vec3 diffuse = vec3(light) * (LIGHT_COLOR / PI);
|
||||
diffuse = (shadow_tint.rgb * (1.0 - (light)) * shadow_tint_amount) + diffuse * light;
|
||||
|
||||
if(use_rim){
|
||||
float rim_value = fresnel(rim_amount, NORMAL, VIEW);
|
||||
rim_value = smoothstep(0.5 - (rim_smoothness / 2.0), 0.5 + (rim_smoothness / 2.0), rim_value);
|
||||
rim_value = mix(rim_value, rim_value * light, rim_mask_shadow);
|
||||
|
||||
diffuse += rim_color.rgb * rim_value * rim_blend;
|
||||
}
|
||||
|
||||
DIFFUSE_LIGHT += mix(diffuse, ALBEDO * diffuse, albedo_affect);
|
||||
SPECULAR_LIGHT += vec3(pow(light, 50.0)) * specular;
|
||||
}
|
||||
1
Shaders/stylized.gdshader.uid
Normal file
1
Shaders/stylized.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bkb1f7plk6r1j
|
||||
@@ -95,6 +95,7 @@ void vertex() {
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
|
||||
vec2 shifted_uv = UV + texture_offset;
|
||||
vec4 tex = texture(alpha_texture, shifted_uv);
|
||||
|
||||
|
||||
@@ -1,7 +1,5 @@
|
||||
shader_type spatial;
|
||||
|
||||
// Aggiunto 'ambient_light_disabled' per proteggere i colori piatti
|
||||
// Mantenuto 'diffuse_toon' per ottimizzare i calcoli della luce interna di Godot
|
||||
render_mode diffuse_toon, specular_disabled, ambient_light_disabled;
|
||||
|
||||
group_uniforms Albedo_Settings;
|
||||
@@ -11,14 +9,13 @@ uniform bool use_texture = true;
|
||||
uniform vec2 uv_scale = vec2(1.0, 1.0);
|
||||
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
|
||||
uniform float gradient_start_y = 0.0;
|
||||
uniform float gradient_end_y = 10.0;
|
||||
|
||||
group_uniforms Toon_Lighting;
|
||||
uniform float light_steps : hint_range(1.0, 10.0, 1.0) = 3.0;
|
||||
@@ -27,10 +24,15 @@ 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 cast_shadow_strength : hint_range(0.0, 1.0) = 0.6;
|
||||
|
||||
// ---> NUOVI PARAMETRI TOON SPECULAR <---
|
||||
uniform float specular_size : hint_range(10.0, 200.0) = 60.0; // Più è alto, più il punto luce è piccolo
|
||||
uniform float specular_softness : hint_range(0.0, 0.1) = 0.01; // Morbidezza del bordo del punto luce
|
||||
uniform float specular_intensity_multiplier : hint_range(0.0, 2.0) = 0.5; // Forza del riflesso
|
||||
// ---> NUOVO SISTEMA: GHIBLI DIRECTIONAL GLINT <---
|
||||
group_uniforms Ghibli_Directional_Glint;
|
||||
uniform bool use_ghibli_glint = true;
|
||||
// Colore del bagliore (consigliato: panna caldo o albicocca desaturato)
|
||||
uniform vec4 glint_color : source_color = vec4(1.0, 0.95, 0.85, 1.0);
|
||||
// Quanta luce extra vogliamo (es: 1.0 = colora, >1.0 = fa brillare, ideale per Bloom)
|
||||
uniform float glint_intensity : hint_range(0.0, 10.0) = 1.0;
|
||||
// DEFINIZIONE DELL'ANGOLO: Più è alto, più la fascia di luce è stretta e netta (HArd Step)
|
||||
uniform float glint_sharpness : hint_range(1.0, 128.0) = 32.0;
|
||||
|
||||
group_uniforms Emission_Settings;
|
||||
uniform vec4 emission_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
@@ -49,14 +51,8 @@ void fragment() {
|
||||
vec3 base_color = albedo_color.rgb;
|
||||
if (use_texture) base_color *= tex.rgb;
|
||||
|
||||
// --- 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);
|
||||
|
||||
// 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;
|
||||
@@ -64,41 +60,44 @@ void fragment() {
|
||||
}
|
||||
|
||||
void light() {
|
||||
// GESTIONE ATTENUAZIONE E OMBRE (Anti-frittura con dither)
|
||||
float shadow_factor = mix(1.0 - cast_shadow_strength, 1.0, ATTENUATION);
|
||||
float cutoff_mask = smoothstep(0.0, 0.1, ATTENUATION);
|
||||
|
||||
float n_dot_l = dot(NORMAL, LIGHT);
|
||||
|
||||
float intensity = clamp((n_dot_l * shadow_factor) + shadow_offset, 0.0, 1.0);
|
||||
// Anti-frittura dither
|
||||
float dither = fract(sin(dot(FRAGCOORD.xy, vec2(12.9898, 78.233))) * 43758.5453);
|
||||
float intensity = (clamp(n_dot_l, 0.0, 1.0) * shadow_factor) + (dither - 0.5) * 0.02;
|
||||
|
||||
float raw_step = intensity * light_steps;
|
||||
float raw_step = (intensity + shadow_offset) * light_steps;
|
||||
float lower_step = floor(raw_step);
|
||||
float fract_step = fract(raw_step);
|
||||
float lerp_step = smoothstep(0.5 - step_softness, 0.5 + step_softness, fract_step);
|
||||
float stepped_intensity = (lower_step + lerp_step) / light_steps;
|
||||
float soft_lerp = smoothstep(0.5 - step_softness, 0.5 + step_softness, fract_step);
|
||||
float stepped_intensity = (lower_step + soft_lerp) / light_steps;
|
||||
|
||||
vec3 light_part = vec3(1.2);
|
||||
vec3 shaded_part = shadow_color.rgb;
|
||||
// Colori finali Toon
|
||||
vec3 light_color_final = mix(shadow_color.rgb, vec3(1.1), clamp(stepped_intensity, 0.0, 1.0));
|
||||
DIFFUSE_LIGHT += (light_color_final * LIGHT_COLOR) * cutoff_mask;
|
||||
|
||||
vec3 final_toon_light = mix(shaded_part, light_part, clamp(stepped_intensity, 0.0, 1.0));
|
||||
|
||||
float cutoff_mask = smoothstep(0.0, 0.05, ATTENUATION);
|
||||
|
||||
DIFFUSE_LIGHT += (final_toon_light * LIGHT_COLOR) * cutoff_mask;
|
||||
|
||||
// ---> AGGIUNTA TOON SPECULAR (Metodo 1) <---
|
||||
// Calcoliamo la direzione a metà strada tra la vista e la luce
|
||||
vec3 half_direction = normalize(VIEW + LIGHT);
|
||||
float n_dot_h = max(0.0, dot(NORMAL, half_direction));
|
||||
|
||||
// Applichiamo la potenza (shininess) per definire la dimensione del punto luce
|
||||
float spec_power = pow(n_dot_h, specular_size);
|
||||
|
||||
// Creiamo un gradino netto (Toon) invece della sfumatura classica PBR
|
||||
float toon_specular = smoothstep(0.5 - specular_softness, 0.5 + specular_softness, spec_power);
|
||||
|
||||
// Moltiplichiamo il riflesso per il colore della luce (Sole o Luna)
|
||||
vec3 specular_highlight = LIGHT_COLOR * toon_specular * specular_intensity_multiplier;
|
||||
|
||||
// Sommiamo il punto luce finale alla diffusione, mascherandolo con "cutoff_mask"
|
||||
// per evitare che il riflesso brilli anche nelle zone in ombra profonda.
|
||||
DIFFUSE_LIGHT += (specular_highlight * cutoff_mask);
|
||||
// ---> GHIBLI DIRECTIONAL GLINT (Il segreto dei tetti) <---
|
||||
// Sfrutta solo la direzione del sole e la normale dell'oggetto, NON la telecamera.
|
||||
if (use_ghibli_glint) {
|
||||
// Calcoliamo un'area di "massima luce" molto aggressiva rivolta perpendicolarmente al sole
|
||||
// Più 'glint_sharpness' è alto, più la fascia si stringe e diventa selettiva
|
||||
float glint_raw = pow(max(0.0, n_dot_l), glint_sharpness);
|
||||
|
||||
// Toon-ifichiamo l'area con un taglio netto ma pulito
|
||||
float glint_mask = smoothstep(0.5 - step_softness*0.5, 0.5 + step_softness*0.5, glint_raw);
|
||||
|
||||
// Mascheriamo per evitare che appaia nelle ombre proiettate dagli alberi (ATTENUATION)
|
||||
// e puliamo i bordi laterali (cutoff a 0.0)
|
||||
glint_mask *= smoothstep(0.0, 0.1, n_dot_l);
|
||||
|
||||
// Calcoliamo la luce extra finale
|
||||
vec3 extra_sun_glint = glint_mask * glint_color.rgb * LIGHT_COLOR * glint_intensity * ATTENUATION;
|
||||
|
||||
// Aggiungiamo questa "botta" di luce extra direzionale
|
||||
DIFFUSE_LIGHT += extra_sun_glint;
|
||||
}
|
||||
}
|
||||
@@ -32,7 +32,6 @@ window/stretch/aspect="expand"
|
||||
[rendering]
|
||||
|
||||
textures/canvas_textures/default_texture_filter=2
|
||||
lights_and_shadows/directional_shadow/soft_shadow_filter_quality=1
|
||||
anti_aliasing/quality/use_taa=true
|
||||
|
||||
[shader_globals]
|
||||
|
||||
Reference in New Issue
Block a user