Scenery (all procedural, seeded, no imported assets): - Terrain shader: grass/dry grass/dirt/sand/rock strata/snow + detail normals - 5 tree types, faceted mossy rocks, cliff outcrops, sea stacks, bushes, logs and stumps, batched as MultiMesh per 48 m cell - Wind-animated grass and flowers streamed in tiles around the player - Lake (depth-shaded water with shore foam), ocean to the horizon, cloud sky shader, volumetric fog, glow, softer shadows - Swimming: float at the surface, swim-jump to climb out World bounds: - Steep mountain rim with an invisible wall partway up; one side opens to a sheer sea cliff with the wall 1 m inside the edge; whole chunk is an island so the mesh edge is never visible - Respawn safety net if the player leaves the walkable area or the map - Fix: the cliff edge now tracks the wall in the headlands (it used to drop away inside the wall, leaving a pit with lake water hanging over it) Tests: tests/test_boundary.gd (24-direction escape attempt) and tests/test_terrain_edges.gd (no ground below waterline near the wall). Upgrades the project to Godot 4.7 (project.godot rewritten by the 4.7 importer, .uid files added) and documents it in the setup guide.
42 lines
1.5 KiB
Plaintext
42 lines
1.5 KiB
Plaintext
shader_type sky;
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// Gradient sky + sun disc/halo + a static cloud layer projected onto a dome.
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// Deliberately no TIME: a time-varying sky forces Godot to rebuild the ambient
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// radiance map every frame.
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uniform vec3 zenith_col : source_color = vec3(0.24, 0.44, 0.72);
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uniform vec3 horizon_col : source_color = vec3(0.72, 0.79, 0.85);
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uniform vec3 ground_col : source_color = vec3(0.30, 0.33, 0.32);
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uniform vec3 sun_tint : source_color = vec3(1.0, 0.86, 0.62);
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uniform sampler2D cloud_tex : filter_linear_mipmap, repeat_enable;
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uniform float cloud_cover = 0.5;
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uniform float energy = 1.0;
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void sky() {
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vec3 d = EYEDIR;
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float h = d.y;
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vec3 col = mix(horizon_col, zenith_col, pow(smoothstep(0.0, 0.6, h), 0.7));
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col = mix(col, ground_col, smoothstep(0.0, -0.12, h));
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float sd = 0.0;
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if (LIGHT0_ENABLED) {
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sd = max(dot(d, LIGHT0_DIRECTION), 0.0);
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col += sun_tint * pow(sd, 6.0) * 0.35 * (1.0 - smoothstep(0.0, 0.5, h));
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col += sun_tint * pow(sd, 64.0) * 0.6;
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col += LIGHT0_COLOR * smoothstep(0.9994, 0.9997, sd) * 20.0;
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}
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if (h > 0.0) {
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vec2 uv = d.xz / (h + 0.12);
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float c = texture(cloud_tex, uv * 0.08).r * 0.65 + texture(cloud_tex, uv * 0.23 + 0.31).r * 0.35;
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float cov = smoothstep(1.0 - cloud_cover, 1.0 - cloud_cover + 0.22, c);
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cov *= smoothstep(0.0, 0.18, h);
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float shade = smoothstep(0.35, 1.0, c);
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vec3 cloud = mix(vec3(1.0), vec3(0.62, 0.66, 0.72), shade * 0.8);
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cloud += sun_tint * pow(sd, 4.0) * 0.5;
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col = mix(col, cloud, cov * 0.9);
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}
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COLOR = col * energy;
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}
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