Fix washed-out look (inverted terrain normals via winding), tune lighting/fog, add tree+rock collision

This commit is contained in:
dev
2026-11-03 22:41:00 +00:00
parent edcac03c23
commit ac6f69ff96
5 changed files with 56 additions and 20 deletions

1
.gitignore vendored
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@@ -1,6 +1,7 @@
# Godot 4
.godot/
.import/
*.import
export.cfg
export_presets.cfg

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@@ -1,10 +1,11 @@
[gd_resource type="Environment" load_steps=4 format=3]
[sub_resource type="ProceduralSkyMaterial" id="SkyMat_1"]
sky_top_color = Color(0.38, 0.52, 0.68, 1)
sky_horizon_color = Color(0.7, 0.75, 0.78, 1)
ground_bottom_color = Color(0.2, 0.22, 0.2, 1)
ground_horizon_color = Color(0.64, 0.68, 0.67, 1)
sky_top_color = Color(0.25, 0.45, 0.72, 1)
sky_horizon_color = Color(0.68, 0.76, 0.82, 1)
ground_bottom_color = Color(0.18, 0.2, 0.18, 1)
ground_horizon_color = Color(0.58, 0.62, 0.6, 1)
sun_angle_max = 40.0
[sub_resource type="Sky" id="Sky_1"]
sky_material = SubResource("SkyMat_1")
@@ -13,16 +14,21 @@ sky_material = SubResource("SkyMat_1")
background_mode = 2
sky = SubResource("Sky_1")
ambient_light_source = 3
ambient_light_color = Color(0.6, 0.66, 0.72, 1)
ambient_light_energy = 0.4
ambient_light_color = Color(0.62, 0.68, 0.76, 1)
ambient_light_energy = 0.6
tonemap_mode = 3
tonemap_white = 6.0
tonemap_white = 5.0
ssao_enabled = true
ssao_radius = 2.0
ssao_intensity = 1.0
fog_enabled = true
fog_light_color = Color(0.72, 0.78, 0.82, 1)
fog_density = 0.012
fog_sky_affect = 0.4
volumetric_fog_enabled = true
volumetric_fog_density = 0.02
fog_mode = 0
fog_light_color = Color(0.74, 0.8, 0.86, 1)
fog_light_energy = 1.0
fog_density = 0.004
fog_sky_affect = 0.0
fog_aerial_perspective = 0.2
adjustment_enabled = true
adjustment_saturation = 1.05
adjustment_brightness = 1.05
adjustment_contrast = 1.12
adjustment_saturation = 1.25

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@@ -18,10 +18,12 @@ script = ExtResource("0_world")
environment = ExtResource("4_env")
[node name="Sun" type="DirectionalLight3D" parent="."]
transform = Transform3D(0.86, -0.35, 0.37, 0, 0.72, 0.69, -0.51, -0.6, 0.62, 0, 40, 0)
light_color = Color(1, 0.96, 0.86, 1)
light_energy = 1.2
transform = Transform3D(0.819, -0.401, 0.41, 0, 0.715, 0.699, -0.574, -0.573, 0.585, 0, 40, 0)
light_color = Color(1, 0.95, 0.83, 1)
light_energy = 1.7
shadow_enabled = true
directional_shadow_mode = 2
directional_shadow_max_distance = 200.0
[node name="Terrain" type="Node3D" parent="."]
script = ExtResource("1_terrain")

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@@ -36,6 +36,17 @@ func _make_tree(pos: Vector3, rng: RandomNumberGenerator) -> void:
trunk.material_override = _mat(Color(0.33, 0.24, 0.16))
root.add_child(trunk)
# Collision: a capsule around the trunk so you can't walk through the tree.
var body := StaticBody3D.new()
root.add_child(body)
var col := CollisionShape3D.new()
var cap := CapsuleShape3D.new()
cap.radius = 0.35
cap.height = 4.0
col.shape = cap
col.position = Vector3(0, 2.0, 0)
body.add_child(col)
# Low-poly conifer canopy: stacked cones.
var h := 3.0
for j in range(3):
@@ -57,13 +68,25 @@ func _make_tree(pos: Vector3, rng: RandomNumberGenerator) -> void:
func _make_rock(pos: Vector3, rng: RandomNumberGenerator) -> void:
var rock := MeshInstance3D.new()
var bm := BoxMesh.new()
bm.size = Vector3(rng.randf_range(0.8, 1.8), rng.randf_range(0.6, 1.2), rng.randf_range(0.8, 1.8))
var box_size := Vector3(rng.randf_range(0.8, 1.8), rng.randf_range(0.6, 1.2), rng.randf_range(0.8, 1.8))
bm.size = box_size
rock.mesh = bm
rock.position = pos + Vector3(0, 0.3, 0)
rock.rotation = Vector3(rng.randf_range(-0.2, 0.2), rng.randf_range(0, TAU), rng.randf_range(-0.2, 0.2))
rock.material_override = _mat(Color(0.42, 0.42, 0.45))
add_child(rock)
# Collision: a box matching the rock mesh.
var body := StaticBody3D.new()
body.position = rock.position
body.rotation = rock.rotation
add_child(body)
var col := CollisionShape3D.new()
var box := BoxShape3D.new()
box.size = box_size
col.shape = box
body.add_child(col)
func _mat(c: Color) -> StandardMaterial3D:
var m := StandardMaterial3D.new()
m.albedo_color = c

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@@ -57,8 +57,12 @@ func _build() -> void:
var p01 := Vector3(x0, sample_height(x0, z1), z1)
var p11 := Vector3(x1, sample_height(x1, z1), z1)
_add_tri(st, p00, p01, p11, half, uv_scale)
_add_tri(st, p00, p11, p10, half, uv_scale)
# Winding order chosen so generate_normals() produces UPWARD normals.
# (The reverse winding gave downward normals, so the sun lit the
# underside and the top surface rendered black — confirmed by an
# unshaded render showing the true bright-green albedo.)
_add_tri(st, p00, p11, p01, half, uv_scale)
_add_tri(st, p00, p10, p11, half, uv_scale)
st.generate_normals()
@@ -67,7 +71,7 @@ func _build() -> void:
mi.name = "TerrainMesh"
mi.mesh = mesh
var mat := StandardMaterial3D.new()
mat.albedo_color = Color(0.33, 0.45, 0.22) # mossy green
mat.albedo_color = Color(0.36, 0.47, 0.26) # mossy green (lit, not fluorescent)
mat.roughness = 0.95
mi.material_override = mat
add_child(mi)