Dev de la démo
* Modification de l'apparence de l'UI des dialogues * Changement de l'ordre de déblocage des mutations * Ajout d'une confirmation pour l'abandon * Ajout de la scène de fin avec la base Boréa, en tant que fin de démo * Modification des icône de durée de vie, temps de pousse, et de mort * Ajout d'un icône au dessus du joueur quand il n'a plus d'énergie * Amélioration des dialogues du jeu * Changement du modèle du téléphone * Ajout de cellule d'énergie et de cellule de talion trouvable sur la carte * Il est à nouveau possible de se recharger après la fin d'une région * Buff des mutations ancien sociale et solide * Modification de la mutation fertile (ne donne de gain de graine qu'à la maturation) * Ajout d'une récupération automatique des graines * Ajout de deux cartons de tutoriel ainsi qu'une option pour les revoir dans l'aide de jeu * Amélioration générale du tutoriel * Ajout d'un écran titre digne de ce nom * Lors de l'arrivée à destination, ne téléporte plus le joueur sur une map vide, mais directement dans les lieux de cinématique * Ajout graphique de plus de pattern de mousse et de roche * Le talion apparait maintenant sur toute la carte * La roche peut désormais apparaitre sur la zone de départ * Ajout dud modificateur de région Canyon * Equilibrage général * Fix de bugs en tout genre
This commit is contained in:
@@ -44,7 +44,7 @@ void fragment() {
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float distance_fade = 1e-4 + smoothstep(fade_start + fade_length, fade_start, min_z);
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// Edge mask
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float edge = 1.0 - smoothstep(0.1, 0.15, dot(normalize(cross(avg_dy, avg_dx)), VIEW));
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float edge = 1.0 - smoothstep(0.03, 0.05, dot(normalize(cross(avg_dy, avg_dx)), VIEW));
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// Small vignette at screen edges
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edge *= smoothstep(0.00, 0.015 * thickness,
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98
common/vfx/materials/shaders/custom_shadows.gdshader
Normal file
98
common/vfx/materials/shaders/custom_shadows.gdshader
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@@ -0,0 +1,98 @@
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shader_type spatial;
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render_mode ambient_light_disabled;
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//render_mode world_vertex_coords;
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uniform vec3 color:source_color;
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uniform sampler2D shadow_mask2d:source_color,repeat_enable,filter_linear;
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uniform sampler3D shadow_mask3d:source_color,repeat_enable,filter_linear;
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uniform sampler2D color_gradient:source_color;
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uniform vec3 offset;
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uniform float scale=0.75;
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varying vec3 world_pos;
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varying vec3 local_pos;
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varying vec3 local_normal;
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varying vec3 cam_pos;
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vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {
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vec4 samp = vec4(0.0);
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samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;
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samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;
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samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;
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return samp;
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}
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vec4 sample_text3d(sampler3D mask, vec3 pos){
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return texture(mask, pos);
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}
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vec3 tile(vec3 p, float size) {
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return mod(p, size) - size * 0.5;
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}
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vec4 volume_march(vec3 ro, vec3 rd, int steps, float stepd){
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float sample_scale=scale;
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ro+=rd*40.0;
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vec4 value=vec4(0.0);
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for (int i=0;i<steps;i++){
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value+=sample_text3d(shadow_mask3d,ro*sample_scale)*stepd;
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if (value.r>=0.9){
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break;
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}
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ro+=rd*stepd;
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}
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return value;
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}
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void vertex() {
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local_pos=VERTEX;
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world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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local_normal=NORMAL;
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cam_pos=CAMERA_POSITION_WORLD;
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}
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void fragment() {
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ALBEDO=color;
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if (abs(ALBEDO.r)<=0.0001) ALBEDO.r=0.0001;
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if (abs(ALBEDO.g)<=0.0001) ALBEDO.g=0.0001;
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if (abs(ALBEDO.b)<=0.0001) ALBEDO.b=0.0001;
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SPECULAR=0.0;
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//AO=0.0;
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//EMISSION=vec3(0.01);
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//IRRADIANCE=vec4(0.0);
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}
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void light() {
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float NdotL = max(dot(NORMAL, LIGHT), 0.0);
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float lit_intensity=smoothstep(0.0,0.5,NdotL*ATTENUATION);
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//toon light, relatively flat color, no smooth blur edge
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vec3 light_col=lit_intensity * LIGHT_COLOR / PI;
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vec3 shadow_col=vec3(0.0);
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{///////////////////////YOUR COLOR LOGIC IN HERE//////////////////
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//SOME EXAMPLES:
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//ray march polka dots
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//vec3 ro=cam_pos+vec3(0.0,TIME*0.0,0.0);
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//vec3 rd=normalize(world_pos-cam_pos);
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//float ray_march_val=volume_march(ro,rd,100,0.1).r;
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//shadow_col=mix(vec3(0.03,0.0,0.02),vec3(0.25,0.01,0.01),ray_march_val);
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//RED shadow
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shadow_col=vec3(1.0,0.0,0.0);
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//triplanar texture
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//shadow_col=triplanar_texture(shadow_mask2d,abs(local_normal),local_pos).rgb*0.1;
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}
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//TODO: handle cases where albedo.rgb is0
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//divide by albedo to cancel out all color. may be weird when albedo.rgb is 0
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//due to division by 0. could try to avoid albedo becoming absolute 0 in fragment
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vec3 _shadow_col=shadow_col/ALBEDO;
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if (LIGHT_IS_DIRECTIONAL)
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DIFFUSE_LIGHT+=mix(_shadow_col,light_col,smoothstep(0.01,1.0,lit_intensity));
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else//non directional light can be a bit funky
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DIFFUSE_LIGHT+=mix(_shadow_col,light_col,smoothstep(0.01,1.0,lit_intensity))*ATTENUATION;
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}
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1
common/vfx/materials/shaders/custom_shadows.gdshader.uid
Normal file
1
common/vfx/materials/shaders/custom_shadows.gdshader.uid
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@@ -0,0 +1 @@
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uid://8si4nvkdqqyq
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290
common/vfx/materials/shaders/sky.gdshader
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290
common/vfx/materials/shaders/sky.gdshader
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@@ -0,0 +1,290 @@
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shader_type sky;
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render_mode use_quarter_res_pass;
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// Originaly based on https://godotshaders.com/shader/stylized-sky-shader-with-clouds/ but there's not much left
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group_uniforms sky;
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uniform vec3 day_top_color : source_color = vec3( 0.1, 0.6, 1.0 );
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uniform vec3 day_bottom_color : source_color = vec3( 0.4, 0.8, 1.0 );
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uniform vec3 sunset_top_color : source_color = vec3( 0.7, 0.75, 1.0 );
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uniform vec3 sunset_bottom_color : source_color = vec3( 1.0, 0.5, 0.7 );
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uniform vec3 night_top_color : source_color = vec3( 0.02, 0.0, 0.04 );
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uniform vec3 night_bottom_color : source_color = vec3( 0.1, 0.0, 0.2 );
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group_uniforms horizon;
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uniform vec3 horizon_color : source_color = vec3( 0.0, 0.7, 0.8 );
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uniform float horizon_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.05;
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group_uniforms sun; // First DirectionalLight3D will be the sun
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uniform vec3 sun_color : source_color = vec3( 10.0, 8.0, 1.0 );
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uniform vec3 sun_sunset_color : source_color = vec3( 10.0, 0.0, 0.0 );
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uniform float sun_size : hint_range( 0.01, 1.0 ) = 0.2;
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uniform float sun_blur : hint_range( 0.01, 20.0 ) = 10.0;
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group_uniforms moon; // Second DirectionalLight3D will be the moon
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uniform vec3 moon_color : source_color = vec3( 1.0, 0.95, 0.7 );
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uniform float moon_size : hint_range( 0.01, 1.0 ) = 0.06;
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uniform float moon_blur : hint_range( 0.01, 10.0 ) = 0.1;
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group_uniforms clouds;
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// Replaced by noise functions, unncomment if you want to use graphical textures
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// uniform sampler2D clouds_top_texture : filter_linear_mipmap, hint_default_black;
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// uniform sampler2D clouds_middle_texture : filter_linear_mipmap, hint_default_black;
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// uniform sampler2D clouds_bottom_texture : filter_linear_mipmap, hint_default_black;
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uniform vec3 clouds_edge_color : source_color = vec3( 0.8, 0.8, 0.98 );
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uniform vec3 clouds_top_color : source_color = vec3( 1.0, 1.0, 1.00 );
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uniform vec3 clouds_middle_color : source_color = vec3( 0.92, 0.92, 0.98 );
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uniform vec3 clouds_bottom_color : source_color = vec3( 0.83, 0.83, 0.94 );
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uniform float clouds_speed : hint_range( 0.0, 20.0, 0.01 ) = 2.0;
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uniform float clouds_direction : hint_range( -0.5, 0.5, 0.0 ) = 0.2;
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uniform float clouds_scale : hint_range( 0.0, 4.0, 0.01 ) = 1.0;
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uniform float clouds_cutoff : hint_range( 0.0, 1.0, 0.01 ) = 0.3;
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uniform float clouds_fuzziness : hint_range( 0.0, 2.0, 0.01 ) = 0.5;
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// More weight is simply a darker color, usefull for rain/storm
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uniform float clouds_weight : hint_range( 0.0, 1.0, 0.01 ) = 0.0;
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uniform float clouds_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.25;
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group_uniforms stars;
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// Stars should be at black background
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uniform sampler2D stars_texture : filter_linear_mipmap, hint_default_black;
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uniform float stars_speed : hint_range( 0.0, 20.0, 0.01 ) = 1.0;
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group_uniforms settings;
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uniform float overwritten_time = 0.0;
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// Function for clouds noises. You can replace using "gen_fractal_ping_pong" with a simple texture reading.
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// I was frustrated with the repeating texture that's why I included the algorithm in the code.
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// Source: https://github.com/Auburn/FastNoiseLite/tree/master
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const int PRIME_X = 501125321;
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const int PRIME_Y = 1136930381;
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float lerp( float a, float b, float t )
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{
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return a + t * ( b - a );
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}
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float cubic_lerp( float a, float b, float c, float d, float t )
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{
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float p = d - c - ( a - b );
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return t * t * t * p + t * t * ( a - b - p ) + t * ( c - a ) + b;
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}
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float ping_pong( float t )
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{
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t -= trunc( t * 0.5 ) * 2.0;
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return t < 1.0 ? t : 2.0 - t;
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}
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int hash( int seed, int x_primed, int y_primed )
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{
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return ( seed ^ x_primed ^ y_primed ) * 0x27d4eb2d;
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}
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float val_coord( int seed, int x_primed, int y_primed )
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{
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int hash = hash( seed, x_primed, y_primed );
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hash *= hash;
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hash ^= hash << 19;
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return float( hash ) * ( 1.0 / 2147483648.0 );
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}
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float single_value_cubic( int seed, float x, float y )
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{
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int x1 = int( floor( x ));
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int y1 = int( floor( y ));
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float xs = x - float( x1 );
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float ys = y - float( y1 );
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x1 *= PRIME_X;
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y1 *= PRIME_Y;
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int x0 = x1 - PRIME_X;
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int y0 = y1 - PRIME_Y;
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int x2 = x1 + PRIME_X;
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int y2 = y1 + PRIME_Y;
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int x3 = x1 + ( PRIME_X << 1 );
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int y3 = y1 + ( PRIME_Y << 1 );
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return cubic_lerp(
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cubic_lerp( val_coord( seed, x0, y0 ), val_coord( seed, x1, y0 ), val_coord( seed, x2, y0 ), val_coord( seed, x3, y0 ), xs ),
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cubic_lerp( val_coord( seed, x0, y1 ), val_coord( seed, x1, y1 ), val_coord( seed, x2, y1 ), val_coord( seed, x3, y1 ), xs ),
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cubic_lerp( val_coord( seed, x0, y2 ), val_coord( seed, x1, y2 ), val_coord( seed, x2, y2 ), val_coord( seed, x3, y2 ), xs ),
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cubic_lerp( val_coord( seed, x0, y3 ), val_coord( seed, x1, y3 ), val_coord( seed, x2, y3 ), val_coord( seed, x3, y3 ), xs ),
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ys ) * ( 1.0 / ( 1.5 * 1.5 ));
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}
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// Params can be change in the same way as in noise settings in Godot
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const float FRACTAL_BOUNDING = 1.0 / 1.75;
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const int OCTAVES = 5;
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const float PING_PONG_STRENGTH = 2.0;
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const float WEIGHTED_STRENGTH = 0.0;
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const float GAIN = 0.5;
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const float LACUNARITY = 2.0;
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float gen_fractal_ping_pong( vec2 pos, int seed, float frequency )
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{
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float x = pos.x * frequency;
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float y = pos.y * frequency;
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float sum = 0.0;
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float amp = FRACTAL_BOUNDING;
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for( int i = 0; i < OCTAVES; i++ )
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{
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float noise = ping_pong(( single_value_cubic( seed++, x, y ) + 1.0 ) * PING_PONG_STRENGTH );
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sum += ( noise - 0.5 ) * 2.0 * amp;
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amp *= lerp( 1.0, noise, WEIGHTED_STRENGTH );
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x *= LACUNARITY;
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y *= LACUNARITY;
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amp *= GAIN;
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}
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return sum * 0.5 + 0.5;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
|
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|
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// Function needed to calculate the phase of the moon
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// Source: https://kelvinvanhoorn.com/2022/03/17/skybox-tutorial-part-1/
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float sphere_intersect( vec3 view_dir, vec3 sphere_pos, float radius )
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{
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float b = dot( -sphere_pos, view_dir );
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float c = dot( -sphere_pos, -sphere_pos ) - pow( radius, 2 );
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float h = pow( b, 2 ) - c;
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return h < 0.0 ? -1.0 : -b - sqrt( h );
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}
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|
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void sky()
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{
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float time = overwritten_time != 0.0 ? overwritten_time : TIME;
|
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|
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//////////////////// SKY ///////////////////////////////////////////////////////////////////////
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float _eyedir_y = abs( sin( EYEDIR.y * PI * 0.5 ));
|
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// The day color will be our base color
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vec3 _sky_color = mix( day_bottom_color, day_top_color, _eyedir_y );
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_sky_color = mix( _sky_color, vec3( 0.0 ), clamp(( 0.7 - clouds_cutoff ) * clouds_weight, 0.0, 1.0 ));
|
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|
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float _sunset_amount = clamp( 0.5 - abs( LIGHT0_DIRECTION.y ), 0.0, 0.5 ) * 2.0;
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// The sky should be more red around the west, on the opposite side you don't see it as much
|
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float _sunset_distance = clamp( 1.0 - pow( distance( EYEDIR, LIGHT0_DIRECTION ), 2 ), 0.0, 1.0 );
|
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vec3 _sky_sunset_color = mix( sunset_bottom_color, sunset_top_color, _eyedir_y + 0.5 );
|
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_sky_sunset_color = mix( _sky_sunset_color, sunset_bottom_color, _sunset_amount * _sunset_distance );
|
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_sky_color = mix( _sky_color, _sky_sunset_color, _sunset_amount );
|
||||
|
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float _night_amount = clamp( -LIGHT0_DIRECTION.y + 0.7, 0.0, 1.0 );
|
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vec3 _sky_night_color = mix( night_bottom_color, night_top_color, _eyedir_y );
|
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_sky_color = mix( _sky_color, _sky_night_color, _night_amount );
|
||||
|
||||
// Final sky color
|
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COLOR = _sky_color;
|
||||
|
||||
//////////////////// HORIZON ///////////////////////////////////////////////////////////////////
|
||||
float _horizon_amount = 0.0;
|
||||
if( EYEDIR.y < 0.0 )
|
||||
{
|
||||
_horizon_amount = clamp( abs( EYEDIR.y ) / horizon_blur, 0.0, 1.0 );
|
||||
// Mixing with the color of the night sky to make the horizon darker
|
||||
vec3 _horizon_color = mix( horizon_color, _sky_color, _night_amount * 0.9 );
|
||||
// And if ther are many dark clouds, we also make the horizon darker
|
||||
_horizon_color = mix( _horizon_color, vec3( 0.0 ), ( 1.0 - clouds_cutoff ) * clouds_weight * 0.7 );
|
||||
COLOR = mix( COLOR, _horizon_color, _horizon_amount );
|
||||
}
|
||||
|
||||
//////////////////// MOON //////////////////////////////////////////////////////////////////////
|
||||
float _moon_amount = 0.0;
|
||||
if( LIGHT1_ENABLED )
|
||||
{
|
||||
// Bigger moon near the horizon
|
||||
float _moon_size = moon_size + cos( LIGHT1_DIRECTION.y * PI ) * moon_size * 0.25;
|
||||
float _moon_distance = distance( EYEDIR, LIGHT1_DIRECTION ) / _moon_size;
|
||||
// Finding moon disc and edge blur
|
||||
_moon_amount = clamp(( 1.0 - _moon_distance ) / moon_blur, 0.0, 1.0 );
|
||||
if( _moon_amount > 0.0 )
|
||||
{
|
||||
// Moon illumination depending on the position of the sun
|
||||
float _moon_intersect = sphere_intersect( EYEDIR, LIGHT1_DIRECTION, _moon_size );
|
||||
vec3 _moon_normal = normalize( LIGHT1_DIRECTION - EYEDIR * _moon_intersect );
|
||||
// Power on the result gives a better effect
|
||||
float _moon_n_dot_l = pow( clamp( dot( _moon_normal, -LIGHT0_DIRECTION ), 0.05, 1.0 ), 2 );
|
||||
// Hiding the moon behind the horizon
|
||||
_moon_amount *= 1.0 - _horizon_amount;
|
||||
COLOR = mix( COLOR, moon_color, _moon_n_dot_l * _moon_amount );
|
||||
}
|
||||
}
|
||||
|
||||
//////////////////// SUN ///////////////////////////////////////////////////////////////////////
|
||||
float _sun_distance = 0.0;
|
||||
if( LIGHT0_ENABLED )
|
||||
{
|
||||
_sun_distance = distance( EYEDIR, LIGHT0_DIRECTION );
|
||||
// Bigger sun near the horizon
|
||||
float _sun_size = sun_size + cos( LIGHT0_DIRECTION.y * PI ) * sun_size * 0.25;
|
||||
// Finding sun disc and edge blur
|
||||
float _sun_amount = clamp(( 1.0 - _sun_distance / _sun_size ) / sun_blur, 0.0, 1.0 );
|
||||
if( _sun_amount > 0.0 )
|
||||
{
|
||||
// Changing color of the sun during sunset
|
||||
float _sunset_amount = 1.0;
|
||||
if( LIGHT0_DIRECTION.y > 0.0 )
|
||||
_sunset_amount = clamp( cos( LIGHT0_DIRECTION.y * PI ), 0.0, 1.0 );
|
||||
vec3 _sun_color = mix( sun_color, sun_sunset_color, _sunset_amount );
|
||||
// Hiding the sun behind the moon
|
||||
_sun_amount = clamp( _sun_amount * ( 1.0 - _moon_amount ), 0.0, 1.0 );
|
||||
// Hiding the sun behind the horizon
|
||||
_sun_amount *= 1.0 - _horizon_amount;
|
||||
// Leveling the "glow" in color
|
||||
if( _sun_color.r > 1.0 || _sun_color.g > 1.0 || _sun_color.b > 1.0 )
|
||||
_sun_color *= _sun_amount;
|
||||
COLOR = mix( COLOR, _sun_color, _sun_amount );
|
||||
}
|
||||
}
|
||||
|
||||
//////////////////// STARS /////////////////////////////////////////////////////////////////
|
||||
vec2 _sky_uv = EYEDIR.xz / sqrt( EYEDIR.y );
|
||||
if( EYEDIR.y > -0.01 && LIGHT0_DIRECTION.y < 0.0 )
|
||||
{
|
||||
// Stars UV rotation
|
||||
float _stars_speed_cos = cos( stars_speed * time * 0.005 );
|
||||
float _stars_speed_sin = sin( stars_speed * time * 0.005 );
|
||||
vec2 _stars_uv = vec2(
|
||||
_sky_uv.x * _stars_speed_cos - _sky_uv.y * _stars_speed_sin,
|
||||
_sky_uv.x * _stars_speed_sin + _sky_uv.y * _stars_speed_cos
|
||||
);
|
||||
// Stars texture
|
||||
vec3 _stars_color = texture( stars_texture, _stars_uv ).rgb * -LIGHT0_DIRECTION.y;
|
||||
// Hiding stars behind the moon
|
||||
_stars_color *= 1.0 - _moon_amount;
|
||||
COLOR += _stars_color;
|
||||
}
|
||||
|
||||
//////////////////// CLOUDS ////////////////////////////////////////////////////////////////
|
||||
if( EYEDIR.y > 0.0 )
|
||||
{
|
||||
// Clouds UV movement direction
|
||||
float _clouds_speed = time * clouds_speed * 0.01;
|
||||
float _sin_x = sin( clouds_direction * PI * 2.0 );
|
||||
float _cos_y = cos( clouds_direction * PI * 2.0 );
|
||||
// I using 3 levels of clouds. Top is the lightes and botom the darkest.
|
||||
// The speed of movement (and direction a little) is different for the illusion of the changing shape of the clouds.
|
||||
vec2 _clouds_movement = vec2( _sin_x, _cos_y ) * _clouds_speed;
|
||||
// float _noise_top = texture( clouds_top_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
|
||||
float _noise_top = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 0, 0.5 );
|
||||
_clouds_movement = vec2( _sin_x * 0.97, _cos_y * 1.07 ) * _clouds_speed * 0.89;
|
||||
// float _noise_middle = texture( clouds_middle_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
|
||||
float _noise_middle = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 1, 0.75 );
|
||||
_clouds_movement = vec2( _sin_x * 1.01, _cos_y * 0.89 ) * _clouds_speed * 0.79;
|
||||
// float _noise_bottom = texture( clouds_bottom_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
|
||||
float _noise_bottom = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 2, 1.0 );
|
||||
// Smoothstep with the addition of a noise value from a lower level gives a nice, deep result
|
||||
_noise_bottom = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_bottom );
|
||||
_noise_middle = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_middle + _noise_bottom * 0.2 ) * 1.1;
|
||||
_noise_top = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_top + _noise_middle * 0.4 ) * 1.2;
|
||||
float _clouds_amount = clamp( _noise_top + _noise_middle + _noise_bottom, 0.0, 1.0 );
|
||||
// Fading clouds near the horizon
|
||||
_clouds_amount *= clamp( abs( EYEDIR.y ) / clouds_blur, 0.0, 1.0 );
|
||||
|
||||
vec3 _clouds_color = mix( vec3( 0.0 ), clouds_top_color, _noise_top );
|
||||
_clouds_color = mix( _clouds_color, clouds_middle_color, _noise_middle );
|
||||
_clouds_color = mix( _clouds_color, clouds_bottom_color, _noise_bottom );
|
||||
// The edge color gives a nice smooth edge, you can try turning this off if you need sharper edges
|
||||
_clouds_color = mix( clouds_edge_color, _clouds_color, _noise_top );
|
||||
// The sun passing through the clouds effect
|
||||
_clouds_color = mix( _clouds_color, clamp( sun_color, 0.0, 1.0 ), pow( 1.0 - clamp( _sun_distance, 0.0, 1.0 ), 5 ));
|
||||
// Color combined with sunset condition
|
||||
_clouds_color = mix( _clouds_color, sunset_bottom_color, _sunset_amount * 0.75 );
|
||||
// Color depending on the "progress" of the night.
|
||||
_clouds_color = mix( _clouds_color, _sky_color, clamp( _night_amount, 0.0, 0.98 ));
|
||||
_clouds_color = mix( _clouds_color, vec3( 0.0 ), clouds_weight * 0.9 );
|
||||
COLOR = mix( COLOR, _clouds_color, _clouds_amount );
|
||||
}
|
||||
}
|
||||
1
common/vfx/materials/shaders/sky.gdshader.uid
Normal file
1
common/vfx/materials/shaders/sky.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cjgaitccxtwk0
|
||||
@@ -3,6 +3,7 @@ shader_type canvas_item;
|
||||
uniform float line_number = 6;
|
||||
uniform vec4 line_color : source_color = vec4(1.);
|
||||
uniform float line_thickness : hint_range(0.0, 0.01) = 0.001;
|
||||
uniform bool inverse_result = false;
|
||||
|
||||
const mat3 sobel_x = mat3(
|
||||
vec3( 1.0, 2.0, 1.0),
|
||||
@@ -35,6 +36,11 @@ void fragment() {
|
||||
|
||||
float edge = length(vec2(gx, gy));
|
||||
float line = step(0.0001, edge);
|
||||
|
||||
float alpha = line * line_color.a * COLOR.r;
|
||||
|
||||
if (inverse_result)
|
||||
alpha = 1. - line * line_color.a;
|
||||
|
||||
COLOR = vec4(line_color.rgb, line * line_color.a * COLOR.r);
|
||||
COLOR = vec4(line_color.rgb, alpha);
|
||||
}
|
||||
29
common/vfx/materials/shaders/underwater.gdshader
Normal file
29
common/vfx/materials/shaders/underwater.gdshader
Normal file
@@ -0,0 +1,29 @@
|
||||
shader_type spatial;
|
||||
render_mode blend_mix, unshaded;
|
||||
|
||||
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
|
||||
uniform vec4 tint : source_color; // tint effect
|
||||
uniform float wave_speed = 3.0; // wave loop speed
|
||||
uniform float wave_freq = 10.0; // wave vertical freq
|
||||
uniform float wave_width = 1; // wave width
|
||||
uniform float blur = 2.0; // Defines the blur strength. Increase for a larger blur radius.
|
||||
|
||||
void fragment(){
|
||||
vec2 wave_uv_offset;
|
||||
wave_uv_offset.y = 0.0;
|
||||
wave_uv_offset.x = cos((TIME*wave_speed)+UV.x+UV.y*wave_freq*2.0)*wave_width*0.01;
|
||||
|
||||
float blur_strength = blur / 100.0;
|
||||
vec3 blurred_color = vec3(0.0);
|
||||
int sample_count = 0;
|
||||
for (float x = -blur_strength; x <= blur_strength; x += blur_strength / 10.0) {
|
||||
for (float y = -blur_strength; y <= blur_strength; y += blur_strength / 10.0) {
|
||||
blurred_color += texture(SCREEN_TEXTURE, SCREEN_UV + wave_uv_offset + vec2(x, y)).rgb;
|
||||
sample_count++;
|
||||
}
|
||||
}
|
||||
blurred_color /= float(sample_count);
|
||||
|
||||
ALBEDO = blurred_color * tint.rgb;
|
||||
ALPHA = tint.a;
|
||||
}
|
||||
1
common/vfx/materials/shaders/underwater.gdshader.uid
Normal file
1
common/vfx/materials/shaders/underwater.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://n4s2kr10ivgb
|
||||
Reference in New Issue
Block a user