Files
Emberwild/scenes/default_env.tres
Paul Bailey 12f7fd677d M0.5: detailed scenery, mountain/sea-cliff boundary, Godot 4.7
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.
2026-11-03 23:49:39 +00:00

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[gd_resource type="Environment" load_steps=6 format=3]
[ext_resource type="Shader" path="res://shaders/sky.gdshader" id="1_sky"]
[sub_resource type="FastNoiseLite" id="CloudNoise_1"]
noise_type = 1
seed = 7
frequency = 0.006
fractal_octaves = 5
[sub_resource type="NoiseTexture2D" id="CloudTex_1"]
width = 1024
height = 1024
seamless = true
noise = SubResource("CloudNoise_1")
[sub_resource type="ShaderMaterial" id="SkyMat_1"]
shader = ExtResource("1_sky")
shader_parameter/cloud_tex = SubResource("CloudTex_1")
shader_parameter/cloud_cover = 0.5
shader_parameter/energy = 1.0
[sub_resource type="Sky" id="Sky_1"]
sky_material = SubResource("SkyMat_1")
[resource]
background_mode = 2
sky = SubResource("Sky_1")
ambient_light_source = 3
ambient_light_energy = 1.0
reflected_light_source = 2
tonemap_mode = 3
tonemap_white = 6.0
ssao_enabled = true
ssao_radius = 1.5
ssao_intensity = 1.6
ssao_power = 1.5
ssil_enabled = true
glow_enabled = true
glow_intensity = 0.5
glow_bloom = 0.05
glow_hdr_threshold = 1.2
fog_enabled = true
fog_mode = 0
fog_light_color = Color(0.70, 0.77, 0.85, 1)
fog_light_energy = 1.0
fog_sun_scatter = 0.25
fog_density = 0.0035
fog_aerial_perspective = 0.55
fog_sky_affect = 0.25
volumetric_fog_enabled = true
volumetric_fog_density = 0.0045
volumetric_fog_albedo = Color(0.9, 0.92, 0.95, 1)
volumetric_fog_anisotropy = 0.45
volumetric_fog_length = 96.0
volumetric_fog_sky_affect = 0.0
volumetric_fog_ambient_inject = 0.3
adjustment_enabled = true
adjustment_brightness = 1.0
adjustment_contrast = 1.08
adjustment_saturation = 1.15