B1,B2,Altar Sky Shaders, HorseHead/Ox Light Removal

This commit is contained in:
Pal
2025-09-10 18:29:23 -07:00
parent 908202d855
commit 9867734d0d
39 changed files with 778 additions and 2097 deletions

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@@ -1,25 +0,0 @@
[gd_resource type="VisualShader" load_steps=3 format=3 uid="uid://bl4n1pe2c1l07"]
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_2ykon"]
input_name = "time"
[sub_resource type="VisualShaderNodeTexture3D" id="VisualShaderNodeTexture3D_iqpgl"]
[resource]
code = "shader_type sky;
void sky() {
}
"
graph_offset = Vector2(-173.47, -138.662)
mode = 3
flags/use_half_res_pass = false
flags/use_quarter_res_pass = false
flags/disable_fog = false
flags/use_debanding = false
nodes/sky/2/node = SubResource("VisualShaderNodeInput_2ykon")
nodes/sky/2/position = Vector2(320, 40)
nodes/sky/3/node = SubResource("VisualShaderNodeTexture3D_iqpgl")
nodes/sky/3/position = Vector2(20, 40)

File diff suppressed because one or more lines are too long

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@@ -1,4 +1,4 @@
[gd_scene load_steps=125 format=4 uid="uid://5ja3qxn8h7iw"]
[gd_scene load_steps=128 format=4 uid="uid://5ja3qxn8h7iw"]
[ext_resource type="Script" uid="uid://tqyybt313web" path="res://src/map/dungeon/code/BossRoomA.cs" id="1_0h3lb"]
[ext_resource type="Texture2D" uid="uid://vjbe1lg810gh" path="res://src/map/dungeon/models/Set A/15. Boss Floor A/15_A1_BOSS FLOOR A_VER_swirled_column.png" id="2_06eum"]
@@ -27,8 +27,9 @@
[ext_resource type="PackedScene" uid="uid://2wibfnu2jvlv" path="res://src/enemy/enemy_types/14. horse_head/HorseFace.tscn" id="25_a482y"]
[ext_resource type="PackedScene" uid="uid://bvv5giqyrhtl1" path="res://src/enemy/enemy_types/15. ox_face/OxFaceStatue.tscn" id="26_futcf"]
[ext_resource type="PackedScene" uid="uid://6dnsw37d1uw4" path="res://src/enemy/enemy_types/15. ox_face/OxFace.tscn" id="27_g6y6v"]
[ext_resource type="Shader" uid="uid://dr68ani6ouefm" path="res://src/map/dungeon/rooms/Set A/Bloss Floor Clouds 2.gdshader" id="28_1qa0g"]
[ext_resource type="Texture2D" uid="uid://dh2b74lac57p0" path="res://src/map/dungeon/models/Set A/15. Boss Floor A/Sunset Skybox.png" id="28_i45xk"]
[ext_resource type="Shader" uid="uid://dvcgcgijc7nng" path="res://src/map/map shaders/B1 Cloud Roll Top.gdshader" id="29_4xaw3"]
[ext_resource type="Shader" uid="uid://dr68ani6ouefm" path="res://src/map/map shaders/B1 Cloud Roll.gdshader" id="30_lmjp4"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_syull"]
@@ -1342,6 +1343,14 @@ adjustment_saturation = 0.94
[sub_resource type="CameraAttributesPractical" id="CameraAttributesPractical_i45xk"]
dof_blur_far_distance = 42.38
[sub_resource type="PlaneMesh" id="PlaneMesh_lmjp4"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_54iu8"]
render_priority = 0
shader = ExtResource("29_4xaw3")
shader_parameter/cloud_color = Vector4(1, 1, 1, 1)
shader_parameter/cloud_opacity = 0.1
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_54iu8"]
shading_mode = 0
albedo_texture = ExtResource("28_i45xk")
@@ -1355,16 +1364,16 @@ subdivide_depth = 90
[sub_resource type="ShaderMaterial" id="ShaderMaterial_4xaw3"]
render_priority = 0
shader = ExtResource("28_1qa0g")
shader_parameter/height_scale = 0.5
shader_parameter/wave_speed = 0.1
shader_parameter/upper_transparency = 0.89
shader = ExtResource("30_lmjp4")
shader_parameter/height_scale = 0.3
shader_parameter/wave_speed = 0.2
shader_parameter/upper_transparency = 0.99
shader_parameter/global_transparency = 0.9
shader_parameter/time_factor = Vector2(2, 3)
shader_parameter/uv1_scale = Vector3(0, 0, 0)
shader_parameter/uv1_offset = Vector3(0, 0, 0)
shader_parameter/color1 = Color(0.78, 0.91, 0.93, 1)
shader_parameter/color2 = Color(0.71, 0.89, 0.95, 1)
shader_parameter/color1 = Color(0.88, 0.91, 0.93, 1)
shader_parameter/color2 = Color(0.88, 0.99, 0.95, 1)
[node name="Boss Floor A" type="Node3D"]
script = ExtResource("1_0h3lb")
@@ -1623,25 +1632,24 @@ collision_mask = 2
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -240.071, 36.4279, 34.624)
shape = SubResource("BoxShape3D_pkvyy")
[node name="HorseHeadStatue" parent="Room" instance=ExtResource("24_r1rk5")]
[node name="Horse Head Statue" parent="Room" instance=ExtResource("24_r1rk5")]
unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -102.157, -2.30863, 13.0139)
[node name="HorseFace" parent="Room" instance=ExtResource("25_a482y")]
[node name="Horse Head Active" parent="Room" instance=ExtResource("25_a482y")]
unique_name_in_owner = true
transform = Transform3D(0.15, 0, 0, 0, 0.15, 0, 0, 0, 0.15, -102.157, -0.510939, 13.0139)
visible = false
PrimaryAttackElementalType = 0
PrimaryAttackElementalDamageBonus = 1.0
[node name="OxFaceStatue" parent="Room" instance=ExtResource("26_futcf")]
[node name="Ox Face Statue" parent="Room" instance=ExtResource("26_futcf")]
unique_name_in_owner = true
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, -101.555, -2.30863, 21.5833)
[node name="OxFace" parent="Room" instance=ExtResource("27_g6y6v")]
[node name="OxFace Active" parent="Room" instance=ExtResource("27_g6y6v")]
unique_name_in_owner = true
transform = Transform3D(-0.15, 0, -2.26494e-08, 0, 0.15, 0, 2.26494e-08, 0, -0.15, -101.703, -0.479859, 22.0955)
visible = false
[node name="Exit" type="Area3D" parent="Room"]
unique_name_in_owner = true
@@ -1667,6 +1675,12 @@ shadow_enabled = true
shadow_blur = 3.602
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
transform = Transform3D(600, 0, 0, 0, 600, 0, 0, 0, 600, -316.281, -6.937, -581.099)
mesh = SubResource("PlaneMesh_lmjp4")
skeleton = NodePath("../Sky Billboard")
surface_material_override/0 = SubResource("ShaderMaterial_54iu8")
[node name="Sky Billboard" type="MeshInstance3D" parent="."]
transform = Transform3D(2000, 0, 2.62268e-05, 8.74228e-05, 1.14641e-12, -600, 0, 600, 1.14641e-12, -485.068, -193.889, -378.654)
material_override = SubResource("StandardMaterial3D_54iu8")
mesh = SubResource("PlaneMesh_3pfmd")

View File

@@ -29,8 +29,6 @@
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_4oyst"]
resource_name = "COLUMN WHITE"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("2_egkxs")
[sub_resource type="ArrayMesh" id="ArrayMesh_6nbut"]
@@ -69,38 +67,26 @@ shadow_mesh = SubResource("ArrayMesh_6nbut")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_id3eh"]
resource_name = "A2 MAIN "
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("3_sfnee")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_nqkft"]
resource_name = "A2 TILE"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("4_utkqh")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_483aw"]
resource_name = "A2 TILE 3"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("5_oqcwc")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_eapvp"]
resource_name = "A2 TILE 2"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("6_f0q5s")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ns6l2"]
resource_name = "WHITE BRICK"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("7_1davs")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_yxf2d"]
resource_name = "MARBLE"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("8_v2xvs")
[sub_resource type="ArrayMesh" id="ArrayMesh_65iwq"]
@@ -283,14 +269,10 @@ shadow_mesh = SubResource("ArrayMesh_s7p6n")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_yfiih"]
resource_name = "SWIRLED"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("9_weetq")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_gcr7v"]
resource_name = "A2 HAND TILE"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("10_57q1h")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_itbxn"]
@@ -298,8 +280,6 @@ resource_name = "A2 MOTHER"
transparency = 2
alpha_scissor_threshold = 0.5
alpha_antialiasing_mode = 0
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("11_y26hv")
[sub_resource type="ArrayMesh" id="ArrayMesh_rqt7b"]
@@ -406,8 +386,6 @@ shadow_mesh = SubResource("ArrayMesh_rqt7b")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_0n8c2"]
resource_name = "A2 MAIN STONE 2"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("12_wo03q")
[sub_resource type="ArrayMesh" id="ArrayMesh_jnoab"]
@@ -445,7 +423,6 @@ blend_shape_mode = 0
shadow_mesh = SubResource("ArrayMesh_jnoab")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_xdswc"]
shading_mode = 1
[sub_resource type="ArrayMesh" id="ArrayMesh_cmq71"]
_surfaces = [{
@@ -479,14 +456,10 @@ shadow_mesh = SubResource("ArrayMesh_cmq71")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_wy8dd"]
resource_name = "AREA 2 CORRIDOR TRIM"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("13_d5bj7")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_jwani"]
resource_name = "WHITE TILE"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("14_gpqil")
[sub_resource type="ArrayMesh" id="ArrayMesh_kcblo"]
@@ -661,8 +634,6 @@ shadow_mesh = SubResource("ArrayMesh_kcblo")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_cqc6b"]
resource_name = "HAND LIME"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("10_57q1h")
[sub_resource type="ArrayMesh" id="ArrayMesh_pwi10"]
@@ -839,8 +810,6 @@ shadow_mesh = SubResource("ArrayMesh_8on1a")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_i3ftr"]
resource_name = "A2 DARKER STONE"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("15_g11te")
texture_filter = 2
@@ -914,34 +883,24 @@ shadow_mesh = SubResource("ArrayMesh_s1yj6")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_xoxtd"]
resource_name = "AREA 2 FLOOR"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("5_oqcwc")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_jfrd3"]
resource_name = "AREA 2 STUCCO"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("16_l6lac")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_v4iuw"]
resource_name = "AREA 2 DARK "
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("17_w36g2")
texture_filter = 2
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_fd687"]
resource_name = "AREA 2 FLOOR VARIATION"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("6_f0q5s")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_6s383"]
resource_name = "A2 STONE PANEL"
transparency = 4
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("18_vkld8")
texture_filter = 2
@@ -950,21 +909,15 @@ resource_name = "HAND CYCLE"
transparency = 2
alpha_scissor_threshold = 0.5
alpha_antialiasing_mode = 0
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("19_ydosv")
texture_filter = 2
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_n5ffv"]
resource_name = "Material.010"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("20_28gy6")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_msj5l"]
resource_name = "Material.006"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("21_tt5wf")
[sub_resource type="ArrayMesh" id="ArrayMesh_iamgl"]
@@ -1350,8 +1303,6 @@ resource_name = "Material.008"
transparency = 2
alpha_scissor_threshold = 0.5
alpha_antialiasing_mode = 0
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("22_ddrwt")
[sub_resource type="ArrayMesh" id="ArrayMesh_7f5nk"]
@@ -1388,8 +1339,6 @@ shadow_mesh = SubResource("ArrayMesh_7f5nk")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_a5xuq"]
resource_name = "Material"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("23_rke2f")
[sub_resource type="ArrayMesh" id="ArrayMesh_yocju"]
@@ -1429,8 +1378,6 @@ resource_name = "Material.002"
transparency = 2
alpha_scissor_threshold = 0.5
alpha_antialiasing_mode = 0
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("24_k805n")
texture_filter = 2
@@ -1500,8 +1447,6 @@ shadow_mesh = SubResource("ArrayMesh_rgh1o")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_pc5d1"]
resource_name = "AREA 2 STUCCO 2"
cull_mode = 0
shading_mode = 1
albedo_texture = ExtResource("2_egkxs")
[sub_resource type="ArrayMesh" id="ArrayMesh_14bn4"]

View File

@@ -0,0 +1,291 @@
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 * 3.89;
// 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, 0.89 );
_clouds_movement = vec2( _sin_x * 1.01, _cos_y * 0.89 ) * _clouds_speed * 2.79;
// 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 );
}
}

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@@ -52,35 +52,35 @@ float fbm(vec2 x, float time) {
}
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
out_color = vec3(color1.r, color1.g, color1.b);
soft_color = vec3(color1.r, color1.g, color1.b);
float height = fbm(VERTEX.xz * 4.0, TIME);
VERTEX.y += height * height_scale;
COLOR.xyz = vec3(height);
if (VERTEX.y > 0.3){
out_color = lerpColor(color1, color2, clamp((VERTEX.y) / 3.0, 0.5, 1.0));
soft_color = vec3(color2.r, color2.g, color2.b);
}
}
void fragment(){
ALBEDO = COLOR.xyz;
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
ALPHA = global_transparency;
ALBEDO = out_color * albedo_tex.rgb * COLOR.xyz;
if (soft_color.r==color2.r && soft_color.g==color2.g && color2.b==color2.b) {
if (soft_color.r==color2.r && soft_color.g==color2.g && color2.b==color2.b) {
ALPHA = upper_transparency;
}
}

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shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, unshaded;
// Uniformy dla zmiennych konfigurowalnych
uniform vec4 cloud_color = vec4(1.0, 1.0, 1.0, 1.0); // Kolor chmur (w tym przezroczystość)
uniform float cloud_opacity : hint_range(0.0, 1.0) = 0.1; // Przezroczystość chmur
// Funkcja do interpolacji (fade) używana w szumie Perlin'a
float fade(float t) {
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
// Funkcja do generowania gradientu
float grad(int hash, float x, float y) {
int h = hash & 7; // maska hash
float u = h < 4 ? x : y;
float v = h < 4 ? y : x;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
// Funkcja do generowania prostego szumu Perlin'a
float perlin_noise(vec2 coord) {
vec2 p = floor(coord);
vec2 f = fract(coord);
f = f * f * (3.0 - 2.0 * f);
float n = p.x + p.y * 57.0;
float res = mix(
mix(grad(int(n + 0.0), f.x, f.y),
grad(int(n + 1.0), f.x - 1.0, f.y), fade(f.x)),
mix(grad(int(n + 57.0), f.x, f.y - 1.0),
grad(int(n + 58.0), f.x - 1.0, f.y - 1.0), fade(f.x)),
fade(f.y));
return res;
}
// Funkcja do generowania warstwowego szumu dla bardziej chmurowego efektu
float layered_perlin_noise(vec2 coord, float scale, float amplitude) {
float noise = 0.0;
float persistence = 0.5; // Ustawienie wpływu kolejnych warstw szumu
// Dodajemy kilka warstw szumu, aby uzyskać bardziej złożony efekt
for (int i = 0; i < 5; i++) {
noise += perlin_noise(coord * scale) * amplitude;
scale *= 2.0;
amplitude *= persistence;
}
return noise;
}
void fragment() {
// Pobranie współrzędnych UV
vec2 uv = UV;
// Dodanie animacji do współrzędnych UV
float speed = 0.01; // Prędkość przesuwania chmur
vec2 animated_uv = uv + vec2(TIME * speed, TIME * speed);
// Parametry dla różnych chmur
int num_clouds = 23; // Więcej chmur
float cloud_size = 0.001; // Bardzo mały rozmiar chmury
float scale = 9000.0; // Zmniejszona skala szumu
// Inicjalizacja zmiennej do przechowywania wyniku końcowego
float final_noise = 0.0;
for (int i = 0; i < num_clouds; i++) {
// Losowe przesunięcie dla każdej chmury
float random_offset = float(i) * 0.01;
vec2 cloud_center = vec2(fract(sin(float(i) * 0.1) * 43758.5453), fract(cos(float(i) * 0.1) * 43758.5453));
// Modyfikacja współrzędnych UV dla efektu szumu
vec2 cloud_uv = (animated_uv - cloud_center) * (scale * cloud_size);
float noise = layered_perlin_noise(cloud_uv, 1.0, 1.0);
// Wygładzanie i ograniczenie wartości szumu
noise = smoothstep(0.3, 0.7, noise);
final_noise = max(final_noise, noise);
}
// Ustawienie koloru chmur na podstawie uniformu
vec4 color = vec4(cloud_color.rgb, cloud_color.a * final_noise * cloud_opacity);
ALBEDO = color.rgb;
ALPHA = color.a;
}

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shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, unshaded;
// Uniformy dla zmiennych konfigurowalnych
uniform vec4 cloud_color = vec4(1.0, 1.0, 1.0, 1.0); // Kolor chmur (w tym przezroczystość)
uniform float cloud_opacity : hint_range(0.0, 1.0) = 0.1; // Przezroczystość chmur
// Funkcja do interpolacji (fade) używana w szumie Perlin'a
float fade(float t) {
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
// Funkcja do generowania gradientu
float grad(int hash, float x, float y) {
int h = hash & 7; // maska hash
float u = h < 4 ? x : y;
float v = h < 4 ? y : x;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
// Funkcja do generowania prostego szumu Perlin'a
float perlin_noise(vec2 coord) {
vec2 p = floor(coord);
vec2 f = fract(coord);
f = f * f * (3.0 - 2.0 * f);
float n = p.x + p.y * 57.0;
float res = mix(
mix(grad(int(n + 0.0), f.x, f.y),
grad(int(n + 1.0), f.x - 1.0, f.y), fade(f.x)),
mix(grad(int(n + 57.0), f.x, f.y - 1.0),
grad(int(n + 58.0), f.x - 1.0, f.y - 1.0), fade(f.x)),
fade(f.y));
return res;
}
// Funkcja do generowania warstwowego szumu dla bardziej chmurowego efektu
float layered_perlin_noise(vec2 coord, float scale, float amplitude) {
float noise = 0.0;
float persistence = 0.5; // Ustawienie wpływu kolejnych warstw szumu
// Dodajemy kilka warstw szumu, aby uzyskać bardziej złożony efekt
for (int i = 0; i < 5; i++) {
noise += perlin_noise(coord * scale) * amplitude;
scale *= 2.0;
amplitude *= persistence;
}
return noise;
}
void fragment() {
// Pobranie współrzędnych UV
vec2 uv = UV;
// Dodanie animacji do współrzędnych UV
float speed = 0.01; // Prędkość przesuwania chmur
vec2 animated_uv = uv + vec2(TIME * speed, TIME * speed);
// Parametry dla różnych chmur
int num_clouds = 23; // Więcej chmur
float cloud_size = 0.001; // Bardzo mały rozmiar chmury
float scale = 9000.0; // Zmniejszona skala szumu
// Inicjalizacja zmiennej do przechowywania wyniku końcowego
float final_noise = 0.0;
for (int i = 0; i < num_clouds; i++) {
// Losowe przesunięcie dla każdej chmury
float random_offset = float(i) * 0.01;
vec2 cloud_center = vec2(fract(sin(float(i) * 0.1) * 43758.5453), fract(cos(float(i) * 0.1) * 43758.5453));
// Modyfikacja współrzędnych UV dla efektu szumu
vec2 cloud_uv = (animated_uv - cloud_center) * (scale * cloud_size);
float noise = layered_perlin_noise(cloud_uv, 1.0, 1.0);
// Wygładzanie i ograniczenie wartości szumu
noise = smoothstep(0.3, 0.7, noise);
final_noise = max(final_noise, noise);
}
// Ustawienie koloru chmur na podstawie uniformu
vec4 color = vec4(cloud_color.rgb, cloud_color.a * final_noise * cloud_opacity);
ALBEDO = color.rgb;
ALPHA = color.a;
}

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type="CompressedTexture2D"
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dest_files=["res://.godot/imported/B2 Night Sky Star Textures.png-b64ddda4d862ce7c66dcb29d88b5b9ac.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
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

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shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, unshaded;
// Uniformy dla zmiennych konfigurowalnych
uniform vec4 cloud_color = vec4(1.0, 1.0, 1.0, 1.0); // Kolor chmur (w tym przezroczystość)
uniform float cloud_opacity : hint_range(0.0, 1.0) = 0.1; // Przezroczystość chmur
// Funkcja do interpolacji (fade) używana w szumie Perlin'a
float fade(float t) {
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
// Funkcja do generowania gradientu
float grad(int hash, float x, float y) {
int h = hash & 7; // maska hash
float u = h < 4 ? x : y;
float v = h < 4 ? y : x;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
// Funkcja do generowania prostego szumu Perlin'a
float perlin_noise(vec2 coord) {
vec2 p = floor(coord);
vec2 f = fract(coord);
f = f * f * (3.0 - 2.0 * f);
float n = p.x + p.y * 57.0;
float res = mix(
mix(grad(int(n + 0.0), f.x, f.y),
grad(int(n + 1.0), f.x - 1.0, f.y), fade(f.x)),
mix(grad(int(n + 57.0), f.x, f.y - 1.0),
grad(int(n + 58.0), f.x - 1.0, f.y - 1.0), fade(f.x)),
fade(f.y));
return res;
}
// Funkcja do generowania warstwowego szumu dla bardziej chmurowego efektu
float layered_perlin_noise(vec2 coord, float scale, float amplitude) {
float noise = 0.0;
float persistence = 0.5; // Ustawienie wpływu kolejnych warstw szumu
// Dodajemy kilka warstw szumu, aby uzyskać bardziej złożony efekt
for (int i = 0; i < 5; i++) {
noise += perlin_noise(coord * scale) * amplitude;
scale *= 2.0;
amplitude *= persistence;
}
return noise;
}
void fragment() {
// Pobranie współrzędnych UV
vec2 uv = UV;
// Dodanie animacji do współrzędnych UV
float speed = 0.01; // Prędkość przesuwania chmur
vec2 animated_uv = uv + vec2(TIME * speed, TIME * speed);
// Parametry dla różnych chmur
int num_clouds = 23; // Więcej chmur
float cloud_size = 0.001; // Bardzo mały rozmiar chmury
float scale = 9000.0; // Zmniejszona skala szumu
// Inicjalizacja zmiennej do przechowywania wyniku końcowego
float final_noise = 0.0;
for (int i = 0; i < num_clouds; i++) {
// Losowe przesunięcie dla każdej chmury
float random_offset = float(i) * 0.01;
vec2 cloud_center = vec2(fract(sin(float(i) * 0.1) * 43758.5453), fract(cos(float(i) * 0.1) * 43758.5453));
// Modyfikacja współrzędnych UV dla efektu szumu
vec2 cloud_uv = (animated_uv - cloud_center) * (scale * cloud_size);
float noise = layered_perlin_noise(cloud_uv, 1.0, 1.0);
// Wygładzanie i ograniczenie wartości szumu
noise = smoothstep(0.3, 0.7, noise);
final_noise = max(final_noise, noise);
}
// Ustawienie koloru chmur na podstawie uniformu
vec4 color = vec4(cloud_color.rgb, cloud_color.a * final_noise * cloud_opacity);
ALBEDO = color.rgb;
ALPHA = color.a;
}

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shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, unshaded;
// Uniformy dla zmiennych konfigurowalnych
uniform vec4 cloud_color = vec4(1.0, 1.0, 1.0, 1.0); // Kolor chmur (w tym przezroczystość)
uniform float cloud_opacity : hint_range(0.0, 1.0) = 0.1; // Przezroczystość chmur
// Funkcja do interpolacji (fade) używana w szumie Perlin'a
float fade(float t) {
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
// Funkcja do generowania gradientu
float grad(int hash, float x, float y) {
int h = hash & 7; // maska hash
float u = h < 4 ? x : y;
float v = h < 4 ? y : x;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
// Funkcja do generowania prostego szumu Perlin'a
float perlin_noise(vec2 coord) {
vec2 p = floor(coord);
vec2 f = fract(coord);
f = f * f * (3.0 - 2.0 * f);
float n = p.x + p.y * 57.0;
float res = mix(
mix(grad(int(n + 0.0), f.x, f.y),
grad(int(n + 1.0), f.x - 1.0, f.y), fade(f.x)),
mix(grad(int(n + 57.0), f.x, f.y - 1.0),
grad(int(n + 58.0), f.x - 1.0, f.y - 1.0), fade(f.x)),
fade(f.y));
return res;
}
// Funkcja do generowania warstwowego szumu dla bardziej chmurowego efektu
float layered_perlin_noise(vec2 coord, float scale, float amplitude) {
float noise = 0.0;
float persistence = 0.5; // Ustawienie wpływu kolejnych warstw szumu
// Dodajemy kilka warstw szumu, aby uzyskać bardziej złożony efekt
for (int i = 0; i < 5; i++) {
noise += perlin_noise(coord * scale) * amplitude;
scale *= 2.0;
amplitude *= persistence;
}
return noise;
}
void fragment() {
// Pobranie współrzędnych UV
vec2 uv = UV;
// Dodanie animacji do współrzędnych UV
float speed = 0.01; // Prędkość przesuwania chmur
vec2 animated_uv = uv + vec2(TIME * speed, TIME * speed);
// Parametry dla różnych chmur
int num_clouds = 23; // Więcej chmur
float cloud_size = 0.001; // Bardzo mały rozmiar chmury
float scale = 9000.0; // Zmniejszona skala szumu
// Inicjalizacja zmiennej do przechowywania wyniku końcowego
float final_noise = 0.0;
for (int i = 0; i < num_clouds; i++) {
// Losowe przesunięcie dla każdej chmury
float random_offset = float(i) * 0.01;
vec2 cloud_center = vec2(fract(sin(float(i) * 0.1) * 43758.5453), fract(cos(float(i) * 0.1) * 43758.5453));
// Modyfikacja współrzędnych UV dla efektu szumu
vec2 cloud_uv = (animated_uv - cloud_center) * (scale * cloud_size);
float noise = layered_perlin_noise(cloud_uv, 1.0, 1.0);
// Wygładzanie i ograniczenie wartości szumu
noise = smoothstep(0.3, 0.7, noise);
final_noise = max(final_noise, noise);
}
// Ustawienie koloru chmur na podstawie uniformu
vec4 color = vec4(cloud_color.rgb, cloud_color.a * final_noise * cloud_opacity);
ALBEDO = color.rgb;
ALPHA = color.a;
}

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