Overworld Work, NPC Shaded, Unused Files Placed in New Folder

This commit is contained in:
Pal
2025-09-12 15:03:12 -07:00
parent b04956ea4d
commit 28380d398c
31 changed files with 67 additions and 223 deletions

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// Called for every vertex the material is visible on.
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void fragment() {
// Called for every pixel the material is visible on.
}
//void light() {
// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
//}

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shader_type spatial;
render_mode unshaded, depth_draw_never, cull_disabled;
uniform float noise_scale = 11.24;
uniform float speed = 0.16;
uniform float darkness_amount = 9.155;
uniform float detail = 0.23;
uniform float concentration = 0.0;
uniform float amount = 0.12;
uniform float bloom = 2.0;
uniform float alpha = 8.0;
uniform vec3 cloud_tint : source_color = vec3(1.0, 1.0, 1.0);
uniform float edge_fade = -0.035;
uniform mat2 rotation_matrix = mat2(vec2(1.6, 1.2), vec2(-1.2, 1.6));
// --- Noise Functions ---
vec2 hash(vec2 p) {
p = vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)));
return -1.0 + 2.0 * fract(sin(p) * 43758.5453123);
}
float noise(vec2 p) {
const float K1 = 0.366025404;
const float K2 = 0.211324865;
vec2 i = floor(p + (p.x + p.y) * K1);
vec2 a = p - i + (i.x + i.y) * K2;
vec2 o = (a.x > a.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec2 b = a - o + K2;
vec2 c = a - 1.0 + 2.0 * K2;
vec3 h = max(0.5 - vec3(dot(a,a), dot(b,b), dot(c,c)), 0.0);
vec3 n = h * h * h * h * vec3(dot(a, hash(i + 0.0)), dot(b, hash(i + o)), dot(c, hash(i + 1.0)));
return dot(n, vec3(70.0));
}
float fbm(vec2 n) {
float total = 0.0;
float amplitude = 0.1;
for (int i = 0; i < 7; i++) {
total += noise(n) * amplitude;
n = rotation_matrix * n;
amplitude *= 0.4;
}
return total;
}
// --- Main Fragment ---
void fragment() {
vec2 uv = UV;
// Animate clouds
float time = TIME * (speed / 10.0);
float q = fbm(uv * noise_scale * 0.5);
float r = 0.0;
vec2 tuv = uv * noise_scale + q - time;
float weight = 0.8;
for (int i = 0; i < 8; i++) {
r += abs(weight * noise(tuv));
tuv = rotation_matrix * tuv + time;
weight *= 0.7;
}
float f = 0.0;
tuv = uv * noise_scale + q - time;
weight = 0.7;
for (int i = 0; i < 8; i++) {
f += weight * noise(tuv);
tuv = rotation_matrix * tuv + time;
weight *= 0.6;
}
f *= r + f;
vec3 cloud_color = clamp(cloud_tint * (darkness_amount * detail * f), 0.0, 1.0) * bloom;
float cloud_strength = amount + alpha * f * r;
cloud_strength = clamp(cloud_strength, 0.0, 1.0);
// --- Edge fade ---
float edge_dist = distance(uv, vec2(0.5));
float fade = smoothstep(edge_fade, 0.5, edge_dist);
ALBEDO = cloud_color;
ALPHA = cloud_strength * (1.0 - fade) + concentration;
}

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