mostly near final version of true route GOG room + planter blasts
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detect_3d/compress_to=0
|
||||
|
After Width: | Height: | Size: 46 KiB |
@@ -0,0 +1,38 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://beiuro0omw2ek"
|
||||
path.bptc="res://.godot/imported/swirled cossslumn_concrete_0031_roughness_1k.jpg-703a6e4705e12ac53a6a6de18de94586.bptc.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
generator_parameters={
|
||||
"md5": "bb4726263045c681064bc655ff1a9cc1"
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://src/map/dungeon/models/Special Floors & Rooms/40. True GOG Floor/swirled cossslumn_concrete_0031_roughness_1k.jpg"
|
||||
dest_files=["res://.godot/imported/swirled cossslumn_concrete_0031_roughness_1k.jpg-703a6e4705e12ac53a6a6de18de94586.bptc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/high_quality=true
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||
@@ -0,0 +1,290 @@
|
||||
shader_type sky;
|
||||
render_mode use_quarter_res_pass;
|
||||
|
||||
// Originaly based on https://godotshaders.com/shader/stylized-sky-shader-with-clouds/ but there's not much left
|
||||
|
||||
group_uniforms sky;
|
||||
uniform vec3 day_top_color : source_color = vec3( 0.1, 0.6, 1.0 );
|
||||
uniform vec3 day_bottom_color : source_color = vec3( 0.4, 0.8, 1.0 );
|
||||
uniform vec3 sunset_top_color : source_color = vec3( 0.7, 0.75, 1.0 );
|
||||
uniform vec3 sunset_bottom_color : source_color = vec3( 1.0, 0.5, 0.7 );
|
||||
uniform vec3 night_top_color : source_color = vec3( 0.02, 0.0, 0.04 );
|
||||
uniform vec3 night_bottom_color : source_color = vec3( 0.1, 0.0, 0.2 );
|
||||
|
||||
group_uniforms horizon;
|
||||
uniform vec3 horizon_color : source_color = vec3( 0.0, 0.7, 0.8 );
|
||||
uniform float horizon_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.05;
|
||||
|
||||
group_uniforms sun; // First DirectionalLight3D will be the sun
|
||||
uniform vec3 sun_color : source_color = vec3( 10.0, 8.0, 1.0 );
|
||||
uniform vec3 sun_sunset_color : source_color = vec3( 10.0, 0.0, 0.0 );
|
||||
uniform float sun_size : hint_range( 0.01, 1.0 ) = 0.2;
|
||||
uniform float sun_blur : hint_range( 0.01, 20.0 ) = 10.0;
|
||||
|
||||
group_uniforms moon; // Second DirectionalLight3D will be the moon
|
||||
uniform vec3 moon_color : source_color = vec3( 1.0, 0.95, 0.7 );
|
||||
uniform float moon_size : hint_range( 0.01, 1.0 ) = 0.06;
|
||||
uniform float moon_blur : hint_range( 0.01, 10.0 ) = 0.1;
|
||||
|
||||
group_uniforms clouds;
|
||||
// Replaced by noise functions, unncomment if you want to use graphical textures
|
||||
// uniform sampler2D clouds_top_texture : filter_linear_mipmap, hint_default_black;
|
||||
// uniform sampler2D clouds_middle_texture : filter_linear_mipmap, hint_default_black;
|
||||
// uniform sampler2D clouds_bottom_texture : filter_linear_mipmap, hint_default_black;
|
||||
uniform vec3 clouds_edge_color : source_color = vec3( 0.8, 0.8, 0.98 );
|
||||
uniform vec3 clouds_top_color : source_color = vec3( 1.0, 1.0, 1.00 );
|
||||
uniform vec3 clouds_middle_color : source_color = vec3( 0.92, 0.92, 0.98 );
|
||||
uniform vec3 clouds_bottom_color : source_color = vec3( 0.83, 0.83, 0.94 );
|
||||
uniform float clouds_speed : hint_range( 0.0, 20.0, 0.01 ) = 2.0;
|
||||
uniform float clouds_direction : hint_range( -0.5, 0.5, 0.0 ) = 0.2;
|
||||
uniform float clouds_scale : hint_range( 0.0, 4.0, 0.01 ) = 1.0;
|
||||
uniform float clouds_cutoff : hint_range( 0.0, 1.0, 0.01 ) = 0.3;
|
||||
uniform float clouds_fuzziness : hint_range( 0.0, 2.0, 0.01 ) = 0.5;
|
||||
// More weight is simply a darker color, usefull for rain/storm
|
||||
uniform float clouds_weight : hint_range( 0.0, 1.0, 0.01 ) = 0.0;
|
||||
uniform float clouds_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.25;
|
||||
|
||||
group_uniforms stars;
|
||||
// Stars should be at black background
|
||||
uniform sampler2D stars_texture : filter_linear_mipmap, hint_default_black;
|
||||
uniform float stars_speed : hint_range( 0.0, 20.0, 0.01 ) = 1.0;
|
||||
|
||||
group_uniforms settings;
|
||||
uniform float overwritten_time = 0.0;
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Function for clouds noises. You can replace using "gen_fractal_ping_pong" with a simple texture reading.
|
||||
// I was frustrated with the repeating texture that's why I included the algorithm in the code.
|
||||
// Source: https://github.com/Auburn/FastNoiseLite/tree/master
|
||||
const int PRIME_X = 501125321;
|
||||
const int PRIME_Y = 1136930381;
|
||||
float lerp( float a, float b, float t )
|
||||
{
|
||||
return a + t * ( b - a );
|
||||
}
|
||||
float cubic_lerp( float a, float b, float c, float d, float t )
|
||||
{
|
||||
float p = d - c - ( a - b );
|
||||
return t * t * t * p + t * t * ( a - b - p ) + t * ( c - a ) + b;
|
||||
}
|
||||
float ping_pong( float t )
|
||||
{
|
||||
t -= trunc( t * 0.5 ) * 2.0;
|
||||
return t < 1.0 ? t : 2.0 - t;
|
||||
}
|
||||
int hash( int seed, int x_primed, int y_primed )
|
||||
{
|
||||
return ( seed ^ x_primed ^ y_primed ) * 0x27d4eb2d;
|
||||
}
|
||||
float val_coord( int seed, int x_primed, int y_primed )
|
||||
{
|
||||
int hash = hash( seed, x_primed, y_primed );
|
||||
hash *= hash;
|
||||
hash ^= hash << 19;
|
||||
return float( hash ) * ( 1.0 / 2147483648.0 );
|
||||
}
|
||||
float single_value_cubic( int seed, float x, float y )
|
||||
{
|
||||
int x1 = int( floor( x ));
|
||||
int y1 = int( floor( y ));
|
||||
|
||||
float xs = x - float( x1 );
|
||||
float ys = y - float( y1 );
|
||||
|
||||
x1 *= PRIME_X;
|
||||
y1 *= PRIME_Y;
|
||||
int x0 = x1 - PRIME_X;
|
||||
int y0 = y1 - PRIME_Y;
|
||||
int x2 = x1 + PRIME_X;
|
||||
int y2 = y1 + PRIME_Y;
|
||||
int x3 = x1 + ( PRIME_X << 1 );
|
||||
int y3 = y1 + ( PRIME_Y << 1 );
|
||||
|
||||
return cubic_lerp(
|
||||
cubic_lerp( val_coord( seed, x0, y0 ), val_coord( seed, x1, y0 ), val_coord( seed, x2, y0 ), val_coord( seed, x3, y0 ), xs ),
|
||||
cubic_lerp( val_coord( seed, x0, y1 ), val_coord( seed, x1, y1 ), val_coord( seed, x2, y1 ), val_coord( seed, x3, y1 ), xs ),
|
||||
cubic_lerp( val_coord( seed, x0, y2 ), val_coord( seed, x1, y2 ), val_coord( seed, x2, y2 ), val_coord( seed, x3, y2 ), xs ),
|
||||
cubic_lerp( val_coord( seed, x0, y3 ), val_coord( seed, x1, y3 ), val_coord( seed, x2, y3 ), val_coord( seed, x3, y3 ), xs ),
|
||||
ys ) * ( 1.0 / ( 1.5 * 1.5 ));
|
||||
}
|
||||
// Params can be change in the same way as in noise settings in Godot
|
||||
const float FRACTAL_BOUNDING = 1.0 / 1.75;
|
||||
const int OCTAVES = 5;
|
||||
const float PING_PONG_STRENGTH = 2.0;
|
||||
const float WEIGHTED_STRENGTH = 0.0;
|
||||
const float GAIN = 0.5;
|
||||
const float LACUNARITY = 2.0;
|
||||
float gen_fractal_ping_pong( vec2 pos, int seed, float frequency )
|
||||
{
|
||||
float x = pos.x * frequency;
|
||||
float y = pos.y * frequency;
|
||||
float sum = 0.0;
|
||||
float amp = FRACTAL_BOUNDING;
|
||||
for( int i = 0; i < OCTAVES; i++ )
|
||||
{
|
||||
float noise = ping_pong(( single_value_cubic( seed++, x, y ) + 1.0 ) * PING_PONG_STRENGTH );
|
||||
sum += ( noise - 0.5 ) * 2.0 * amp;
|
||||
amp *= lerp( 1.0, noise, WEIGHTED_STRENGTH );
|
||||
x *= LACUNARITY;
|
||||
y *= LACUNARITY;
|
||||
amp *= GAIN;
|
||||
}
|
||||
return sum * 0.5 + 0.5;
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Function needed to calculate the phase of the moon
|
||||
// Source: https://kelvinvanhoorn.com/2022/03/17/skybox-tutorial-part-1/
|
||||
float sphere_intersect( vec3 view_dir, vec3 sphere_pos, float radius )
|
||||
{
|
||||
float b = dot( -sphere_pos, view_dir );
|
||||
float c = dot( -sphere_pos, -sphere_pos ) - pow( radius, 2 );
|
||||
float h = pow( b, 2 ) - c;
|
||||
return h < 0.0 ? -1.0 : -b - sqrt( h );
|
||||
}
|
||||
|
||||
void sky()
|
||||
{
|
||||
float time = overwritten_time != 0.0 ? overwritten_time : TIME;
|
||||
|
||||
//////////////////// SKY ///////////////////////////////////////////////////////////////////////
|
||||
float _eyedir_y = abs( sin( EYEDIR.y * PI * 0.5 ));
|
||||
|
||||
// The day color will be our base color
|
||||
vec3 _sky_color = mix( day_bottom_color, day_top_color, _eyedir_y );
|
||||
_sky_color = mix( _sky_color, vec3( 0.0 ), clamp(( 0.7 - clouds_cutoff ) * clouds_weight, 0.0, 1.0 ));
|
||||
|
||||
float _sunset_amount = clamp( 0.5 - abs( LIGHT0_DIRECTION.y ), 0.0, 0.5 ) * 2.0;
|
||||
// The sky should be more red around the west, on the opposite side you don't see it as much
|
||||
float _sunset_distance = clamp( 1.0 - pow( distance( EYEDIR, LIGHT0_DIRECTION ), 2 ), 0.0, 1.0 );
|
||||
vec3 _sky_sunset_color = mix( sunset_bottom_color, sunset_top_color, _eyedir_y + 0.5 );
|
||||
_sky_sunset_color = mix( _sky_sunset_color, sunset_bottom_color, _sunset_amount * _sunset_distance );
|
||||
_sky_color = mix( _sky_color, _sky_sunset_color, _sunset_amount );
|
||||
|
||||
float _night_amount = clamp( -LIGHT0_DIRECTION.y + 0.7, 0.0, 1.0 );
|
||||
vec3 _sky_night_color = mix( night_bottom_color, night_top_color, _eyedir_y );
|
||||
_sky_color = mix( _sky_color, _sky_night_color, _night_amount );
|
||||
|
||||
// Final sky color
|
||||
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 );
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://b6edye87srp8w
|
||||
@@ -0,0 +1,9 @@
|
||||
[gd_resource type="Sky" load_steps=3 format=3 uid="uid://duugoey1edmcr"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://dak82ucyob4w0" path="res://src/map/assets/Posed GOG/111.png" id="1_fqwuc"]
|
||||
|
||||
[sub_resource type="PanoramaSkyMaterial" id="PanoramaSkyMaterial_nbur2"]
|
||||
panorama = ExtResource("1_fqwuc")
|
||||
|
||||
[resource]
|
||||
sky_material = SubResource("PanoramaSkyMaterial_nbur2")
|
||||