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.
41 lines
1.3 KiB
Plaintext
41 lines
1.3 KiB
Plaintext
shader_type spatial;
|
|
render_mode cull_back, diffuse_burley;
|
|
|
|
// Faceted low-poly rocks: triplanar grain, per-rock tint, moss on upward faces
|
|
// (on some rocks more than others), snow on top at altitude.
|
|
|
|
#include "res://shaders/common.gdshaderinc"
|
|
|
|
uniform vec3 moss_col : source_color = vec3(0.27, 0.38, 0.15);
|
|
uniform vec3 snow_col : source_color = vec3(0.93, 0.95, 0.98);
|
|
uniform float snow_height = 40.0;
|
|
|
|
varying vec3 w_pos;
|
|
varying vec3 w_nrm;
|
|
varying vec3 inst_pos;
|
|
|
|
void vertex() {
|
|
w_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
|
|
w_nrm = normalize((MODEL_MATRIX * vec4(NORMAL, 0.0)).xyz);
|
|
inst_pos = MODEL_MATRIX[3].xyz;
|
|
}
|
|
|
|
void fragment() {
|
|
float a = tri_nz(w_pos, w_nrm, 0.3);
|
|
float b = tri_nz(w_pos, w_nrm, 1.4);
|
|
vec3 base = to_linear(COLOR.rgb) * (0.7 + 0.6 * a) * (0.88 + 0.24 * b);
|
|
base *= mix(vec3(1.04, 1.0, 0.94), vec3(0.94, 0.97, 1.03), nz(inst_pos.xz * 0.07));
|
|
|
|
float mossy = smoothstep(0.3, 0.7, nz(inst_pos.xz * 0.021 + 0.5));
|
|
float moss = smoothstep(0.45, 0.8, w_nrm.y + (a - 0.5) * 0.7) * mossy;
|
|
vec3 col = mix(base, moss_col * (0.75 + 0.5 * b), moss);
|
|
|
|
float snow = smoothstep(snow_height - 3.0, snow_height + 3.0, w_pos.y + (a - 0.5) * 10.0);
|
|
snow *= smoothstep(0.35, 0.7, w_nrm.y);
|
|
col = mix(col, snow_col, snow);
|
|
|
|
ALBEDO = col;
|
|
ROUGHNESS = mix(mix(0.8, 0.95, moss), 0.6, snow);
|
|
SPECULAR = 0.35;
|
|
}
|