Compare commits

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19 commits

Author SHA1 Message Date
yannk
9ec977cf91 Ajout du premier export de la raference 2021-07-15 16:39:27 +02:00
yannk
717d7ad060 Ajout de contrôle sur l’ouverture des containers et un second paramètre de couleur 2021-07-10 18:44:53 +02:00
Julian Murgia
e39e60323b Ajoute un shader d'eau réaliste
venant de https://github.com/fire/godot-realistic-water/
2019-10-09 21:29:18 +02:00
Julian Murgia
82684c8bc8 Ajoute une option pour visualiser les nuages dans l'éditeur (node sky/Sprite) 2019-10-09 20:39:37 +02:00
osquallo
7234ba2d04 Correction du probleme de lumiere sur les objets. 2019-10-08 22:32:20 +02:00
osquallo
b2a882fd3b correction d'un petit oubli 2019-10-08 20:09:19 +02:00
osquallo
34bfcd6c24 Modification du shader de ciel pour ajouter la gestion du soleil. 2019-10-08 20:06:33 +02:00
osquallo
96db8d8f2d Ajout de control pour contrôler le shader de ciel. 2019-10-08 18:54:39 +02:00
osquallo
a317139785 Ajout du shader de ciel/nuages. 2019-10-08 15:44:51 +02:00
osquallo
a1e12e2b5b ajout d'une fenetre pour gérer les différente option de la scene. 2019-09-30 18:24:24 +02:00
osquallo
d1206f2ff8 reduction de la taille de la falaise. 2019-09-30 17:28:00 +02:00
yannk
7b13273359 Modifying basic material on the ground of the previewer 2019-09-30 15:29:47 +02:00
yannk
c56e72483b Proper organization of textures files in their own main folder 2019-09-30 15:26:27 +02:00
yannk
068aa1e81d Adding basic texture of 1024px for texel density check 2019-09-30 15:09:02 +02:00
yannk
da440d21cb Adding basic texture to check texel density 2019-09-30 15:06:01 +02:00
osquallo
b1db5c87cb Ajout de parametres pour personnaliser la mousse de la falaise. 2019-09-05 14:57:05 +02:00
osquallo
2872a04d10 Ajout d'une falaise et du material/shader correspondant. 2019-09-03 15:09:12 +02:00
yannk
7f210df7c5 Mergin last modifs from master 2019-05-05 17:57:54 +02:00
osquallo
6dcc968c25 Ajout de l'angle d'ouverture des coffres. 2019-05-01 19:36:46 +02:00
99 changed files with 29024 additions and 69 deletions

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@ -5,4 +5,3 @@
[resource]
background_mode = 2
background_sky = SubResource( 1 )

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materials/decors/rocks/rock_moss.material (Stored with Git LFS) Normal file

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materials/tilables/basic_texture_1024.material (Stored with Git LFS) Normal file

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@ -1,9 +1,10 @@
[gd_resource type="SpatialMaterial" load_steps=5 format=2]
[ext_resource path="res://materials/tilables/textures/Base_suzanha_rock_baseColor.png" type="Texture" id=1]
[ext_resource path="res://materials/tilables/textures/Base_suzanha_rock_height.png" type="Texture" id=2]
[ext_resource path="res://materials/tilables/textures/Base_suzanha_rock_normal.png" type="Texture" id=3]
[ext_resource path="res://materials/tilables/textures/Base_suzanha_rock_roughness.png" type="Texture" id=4]
[ext_resource path="res://textures/tilables/stone/Base_suzanha_rock_baseColor.png" type="Texture" id=1]
[ext_resource path="res://textures/tilables/stone/Base_suzanha_rock_height.png" type="Texture" id=2]
[ext_resource path="res://textures/tilables/stone/Base_suzanha_rock_normal.png" type="Texture" id=3]
[ext_resource path="res://textures/tilables/stone/Base_suzanha_rock_roughness.png" type="Texture" id=4]
[resource]
albedo_texture = ExtResource( 1 )
@ -21,4 +22,3 @@ uv1_scale = Vector3( 0.4, 0.4, 0.4 )
uv1_offset = Vector3( 0.12, 0.3, 0.14 )
uv1_triplanar = true
uv2_scale = Vector3( 0.7, 0.7, 0.7 )

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@ -1,9 +1,10 @@
[gd_resource type="SpatialMaterial" load_steps=5 format=2]
[ext_resource path="res://materials/tilables/textures/Suzahna_bricks_basecolor.png" type="Texture" id=1]
[ext_resource path="res://materials/tilables/textures/Suzahna_bricks_height.png" type="Texture" id=2]
[ext_resource path="res://materials/tilables/textures/Suzahna_bricks_normal.png" type="Texture" id=3]
[ext_resource path="res://materials/tilables/textures/Suzahna_bricks_roughness.png" type="Texture" id=4]
[ext_resource path="res://textures/tilables/brick/Suzahna_bricks_basecolor.png" type="Texture" id=1]
[ext_resource path="res://textures/tilables/brick/Suzahna_bricks_height.png" type="Texture" id=2]
[ext_resource path="res://textures/tilables/brick/Suzahna_bricks_normal.png" type="Texture" id=3]
[ext_resource path="res://textures/tilables/brick/Suzahna_bricks_roughness.png" type="Texture" id=4]
[resource]
albedo_texture = ExtResource( 1 )
@ -20,4 +21,3 @@ depth_texture = ExtResource( 2 )
uv1_scale = Vector3( 0.7, 0.7, 0.7 )
uv1_offset = Vector3( 0.13, 0, 0 )
uv1_triplanar = true

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@ -1,9 +1,10 @@
[gd_resource type="SpatialMaterial" load_steps=5 format=2]
[ext_resource path="res://materials/tilables/textures/Suzahna_bricks_wide_basecolor.png" type="Texture" id=1]
[ext_resource path="res://materials/tilables/textures/Suzahna_bricks_wide_height.png" type="Texture" id=2]
[ext_resource path="res://materials/tilables/textures/Suzahna_bricks_wide_normal.png" type="Texture" id=3]
[ext_resource path="res://materials/tilables/textures/Suzahna_bricks_wide_roughness.png" type="Texture" id=4]
[ext_resource path="res://textures/tilables/brick/Suzahna_bricks_wide_basecolor.png" type="Texture" id=1]
[ext_resource path="res://textures/tilables/brick/Suzahna_bricks_wide_height.png" type="Texture" id=2]
[ext_resource path="res://textures/tilables/brick/Suzahna_bricks_wide_normal.png" type="Texture" id=3]
[ext_resource path="res://textures/tilables/brick/Suzahna_bricks_wide_roughness.png" type="Texture" id=4]
[resource]
albedo_texture = ExtResource( 1 )
@ -20,4 +21,3 @@ depth_texture = ExtResource( 2 )
uv1_scale = Vector3( 0.7, 0.7, 0.7 )
uv1_offset = Vector3( 0, 0, 0.24 )
uv1_triplanar = true

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materials/tilables/water.material (Stored with Git LFS) Normal file

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materials/tilables/water_fountain.material (Stored with Git LFS) Normal file

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meshes/creatures/raference/ra_ferens_boots.material (Stored with Git LFS) Normal file

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meshes/creatures/raference/ra_ferens_head_arms.material (Stored with Git LFS) Normal file

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meshes/creatures/raference/ra_ferens_legs.material (Stored with Git LFS) Normal file

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meshes/creatures/raference/ra_ferens_torso.material (Stored with Git LFS) Normal file

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@ -0,0 +1,30 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://raference/raference_animated.gltf" type="PackedScene" id=1]
[ext_resource path="res://raference/ra_ferens_head_arms.material" type="Material" id=2]
[node name="raference" index="0" instance=ExtResource( 1 )]
[node name="bip01_" parent="." index="0"]
editor/display_folded = true
[node name="bip01_2" parent="." index="1"]
editor/display_folded = true
[node name="bip01_3" parent="." index="2"]
editor/display_folded = true
[node name="raference_head" parent="bip01_3" index="0"]
material/0 = ExtResource( 2 )
[node name="bip01_4" parent="." index="3"]
editor/display_folded = true
[node name="bip01_5" parent="." index="4"]
editor/display_folded = true
[node name="bip01_6" parent="." index="5"]
editor/display_folded = true
[node name="AnimationPlayer" parent="." index="8"]
autoplay = "_bip01_ca_female_march"

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@ -0,0 +1,49 @@
{
"format": {
"version": "1.0"
},
"shaders": {
"Main shader": {
"parameters": {
"Common Parameters": {
"ao_intensity": 0.75,
"emissive_intensity": 1,
"horizonFade": 1.2999999523162842,
"nbSamples": 16
},
"Parallax Occlusion Mapping": {
"maxPOMSamples": 16,
"minPOMSamples": 4,
"pomStrength": 1,
"usePOM": false
},
"Subsurface Scattering Parameters": {
"sssColor": [
0.7009999752044678,
0.3009999990463257,
0.3050000071525574
],
"sssEnabled": true,
"sssScale": 0.5,
"sssType": 1
}
},
"shader": "pbr-metal-rough",
"shaderInstance": "Main shader"
}
},
"texturesets": {
"ra_ferens_boots": {
"shader": "Main shader"
},
"ra_ferens_head_arms": {
"shader": "Main shader"
},
"ra_ferens_legs": {
"shader": "Main shader"
},
"ra_ferens_torso": {
"shader": "Main shader"
}
}
}

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meshes/decors/rocks/Rocky_cliff.material (Stored with Git LFS) Normal file

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@ -0,0 +1,73 @@
tool
extends Spatial
## Moss.
# Moss height.
export var moss_height = 10.0 setget set_moss_height, get_moss_height
func set_moss_height( value ):
moss_height = value
for children in self.get_children():
for mesh in children.get_children():
if mesh is MeshInstance:
mesh.get_surface_material( 0 ).next_pass.set_shader_param( "height_thresold", moss_height )
func get_moss_height():
return moss_height
# Moss fade.
export var moss_fade = 5.0 setget set_moss_fade, get_moss_fade
func set_moss_fade( value ):
moss_fade = value
for children in self.get_children():
for mesh in children.get_children():
if mesh is MeshInstance:
mesh.get_surface_material( 0 ).next_pass.set_shader_param( "height_fade", moss_fade )
func get_moss_fade():
return moss_fade
# Moss depth min.
export var moss_depth_min = 0.73 setget set_moss_depth_min, get_moss_depth_min
func set_moss_depth_min( value ):
moss_depth_min = value
for children in self.get_children():
for mesh in children.get_children():
if mesh is MeshInstance:
var ao_gradiant = mesh.get_surface_material( 0 ).next_pass.get_shader_param( "cliff_ao_gradiant" )
ao_gradiant.gradient.offsets[0] = moss_depth_min
ao_gradiant.gradient.colors[0] = Color( 1.0, 1.0, 1.0, 1.0 )
ao_gradiant.gradient.offsets[1] = moss_depth_max
ao_gradiant.gradient.colors[1] = Color( 0.0, 0.0, 0.0, 1.0 )
mesh.get_surface_material( 0 ).next_pass.set_shader_param( "cliff_ao_gradiant", ao_gradiant )
func get_moss_depth_min():
return moss_depth_min
# Moss depth max.
export var moss_depth_max = 0.93 setget set_moss_depth_max, get_moss_depth_max
func set_moss_depth_max( value ):
moss_depth_max = value
for children in self.get_children():
for mesh in children.get_children():
if mesh is MeshInstance:
var ao_gradiant = mesh.get_surface_material( 0 ).next_pass.get_shader_param( "cliff_ao_gradiant" )
ao_gradiant.gradient.offsets[0] = moss_depth_min
ao_gradiant.gradient.colors[0] = Color( 1.0, 1.0, 1.0, 1.0 )
ao_gradiant.gradient.offsets[1] = moss_depth_max
ao_gradiant.gradient.colors[1] = Color( 0.0, 0.0, 0.0, 1.0 )
mesh.get_surface_material( 0 ).next_pass.set_shader_param( "cliff_ao_gradiant", ao_gradiant )
func get_moss_depth_max():
return moss_depth_max
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

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@ -0,0 +1,14 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://meshes/decors/rocks/cliff.gd" type="Script" id=1]
[ext_resource path="res://meshes/decors/rocks/rock_001.tscn" type="PackedScene" id=2]
[node name="cliff" type="Spatial"]
script = ExtResource( 1 )
moss_depth_max = 0.73
[node name="rock_001" parent="." instance=ExtResource( 2 )]
transform = Transform( -0.996195, 3.80969e-009, 0.0871556, 0.0871556, 4.35451e-008, 0.996195, 0, 1, -4.37114e-008, 0, 10, 0 )
[node name="rock_006" parent="." instance=ExtResource( 2 )]
transform = Transform( -0.996195, 3.80969e-009, 0.0871556, 0.0871556, 4.35451e-008, 0.996195, 0, 1, -4.37114e-008, 0, 27, 0 )

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meshes/decors/rocks/rock_001.glb (Stored with Git LFS) Normal file

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@ -0,0 +1,10 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://meshes/decors/rocks/rock_001.glb" type="PackedScene" id=1]
[ext_resource path="res://materials/decors/rocks/rock_moss.material" type="Material" id=2]
[node name="rock_001" instance=ExtResource( 1 )]
[node name="Cliff_test_01" parent="." index="0"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )
material/0 = ExtResource( 2 )

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@ -1,9 +1,12 @@
[gd_scene load_steps=5 format=2]
[gd_scene load_steps=7 format=2]
[ext_resource path="res://meshes/props/fountain_suzanha/foutain_suzanha.escn" type="PackedScene" id=1]
[ext_resource path="res://materials/tilables/suzahna_bricks.tres" type="Material" id=2]
[ext_resource path="res://materials/tilables/suzahna_bricks_wide.tres" type="Material" id=3]
[ext_resource path="res://materials/tilables/suzahna_base.tres" type="Material" id=4]
[ext_resource path="res://materials/tilables/water_fountain.material" type="Material" id=5]
[sub_resource type="PlaneMesh" id=1]
[node name="Fountain_suzanha" index="0" instance=ExtResource( 1 )]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.47228, 0 )
@ -17,3 +20,7 @@ material/0 = ExtResource( 3 )
[node name="Fountain_suzanha_waterhole" parent="." index="2"]
material/0 = ExtResource( 4 )
[node name="water" type="MeshInstance" parent="." index="3"]
transform = Transform( 1.86, 0, 0, 0, 1, 0, 0, 0, 0.77, 0.0789185, 0.304244, 0 )
mesh = SubResource( 1 )
material/0 = ExtResource( 5 )

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@ -0,0 +1,21 @@
tool
extends Spatial
export( Color ) var color = Color( 1.0, 1.0, 1.0, 1.0 ) setget set_color
func set_color( value ):
color = value
$container_bottom/container_bottom.get_surface_material( 0 ).albedo_color = self.color
$container_lid/container_lid.get_surface_material( 0 ).albedo_color = self.color
export( Color ) var color2 = Color( 1.0, 1.0, 1.0, 1.0 ) setget set_color2
func set_color2( value ):
color2 = value
$container_bottom/container_bottom.get_surface_material( 1 ).albedo_color = self.color2
$container_lid/container_lid.get_surface_material( 1 ).albedo_color = self.color2
export( float ) var lid_angle = 0.0 setget set_lid_angle
func set_lid_angle( value ):
if value < 0.0 or value > 100.0:
return
lid_angle = value
$container_lid.rotation_degrees = Vector3( -lid_angle, 0.0, 0.0 )

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@ -1,12 +1,15 @@
[gd_scene load_steps=3 format=2]
[gd_scene load_steps=4 format=2]
[ext_resource path="res://meshes/props/travel_box/container_bottom.tscn" type="PackedScene" id=1]
[ext_resource path="res://meshes/props/travel_box/container_lid.tscn" type="PackedScene" id=2]
[ext_resource path="res://meshes/props/travel_box/container.gd" type="Script" id=3]
[node name="container" type="Spatial"]
script = ExtResource( 3 )
color = Color( 0.0352941, 0.0431373, 0.0627451, 1 )
color2 = Color( 0.168627, 0.172549, 0.211765, 1 )
[node name="container_bottom" parent="." instance=ExtResource( 1 )]
[node name="container_lid" parent="." instance=ExtResource( 2 )]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0.001, 0.389, -0.381 )

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@ -1,14 +1,51 @@
[gd_scene load_steps=5 format=2]
[gd_scene load_steps=14 format=2]
[ext_resource path="res://meshes/props/travel_box/travel_box_bottom.escn" type="PackedScene" id=1]
[ext_resource path="res://materials/tilables/base_plastic_soft.material" type="Material" id=2]
[ext_resource path="res://materials/tilables/base_plastic_hard_shiny.material" type="Material" id=3]
[ext_resource path="res://materials/tilables/base_steel_glossy.material" type="Material" id=4]
[ext_resource path="res://textures/tilables/plastic/base_plastic_soft_roughness.png" type="Texture" id=2]
[ext_resource path="res://textures/tilables/plastic/base_plastic_soft_colorRange.png" type="Texture" id=3]
[ext_resource path="res://textures/tilables/plastic/base_plastic_soft_normal.png" type="Texture" id=4]
[ext_resource path="res://textures/tilables/steel/base_steel_glossy_roughness.png" type="Texture" id=5]
[ext_resource path="res://textures/tilables/plastic/base_plastic_hard_shiny_colorRange.png" type="Texture" id=6]
[ext_resource path="res://textures/tilables/plastic/base_plastic_hard_shiny_roughness.png" type="Texture" id=7]
[ext_resource path="res://textures/tilables/plastic/base_plastic_hard_shiny_normal.png" type="Texture" id=8]
[ext_resource path="res://textures/tilables/steel/base_steel_glossy_basecolor.png" type="Texture" id=9]
[ext_resource path="res://textures/tilables/steel/base_steel_glossy_normal.png" type="Texture" id=10]
[node name="container_bottom" index="0" instance=ExtResource( 1 )]
[sub_resource type="SpatialMaterial" id=1]
resource_local_to_scene = true
resource_name = "base_plastic_soft"
albedo_texture = ExtResource( 3 )
roughness_texture = ExtResource( 2 )
normal_enabled = true
normal_scale = 1.0
normal_texture = ExtResource( 4 )
[sub_resource type="SpatialMaterial" id=2]
resource_local_to_scene = true
resource_name = "base_plastic_hard_shiny"
albedo_color = Color( 0.219608, 0.278431, 0.321569, 1 )
albedo_texture = ExtResource( 6 )
roughness_texture = ExtResource( 7 )
normal_enabled = true
normal_scale = 1.0
normal_texture = ExtResource( 8 )
uv1_triplanar = true
[sub_resource type="SpatialMaterial" id=3]
resource_local_to_scene = true
albedo_texture = ExtResource( 9 )
metallic = 1.0
roughness_texture = ExtResource( 5 )
normal_enabled = true
normal_scale = 1.0
normal_texture = ExtResource( 10 )
[node name="container_bottom" instance=ExtResource( 1 )]
[node name="container_bottom" parent="." index="0"]
material/0 = ExtResource( 2 )
material/1 = ExtResource( 3 )
material/2 = ExtResource( 4 )
material/0 = SubResource( 1 )
material/1 = SubResource( 2 )
material/2 = SubResource( 3 )

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@ -12,4 +12,3 @@ transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )
material/0 = ExtResource( 2 )
material/1 = ExtResource( 3 )
material/2 = ExtResource( 4 )

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@ -1,3 +1,4 @@
tool
extends Spatial
var _mouse_look = false
@ -15,11 +16,26 @@ export(float) var camera_smoothness = 0.5
export(float) var camera_speed = 1.0
export(float) var camera_accel = 10.0
var iTime=0.0
var iFrame=0
signal time_frame_changed(time, frame)
func _ready():
self._current_camera_speed = self.camera_speed
$settings.show()
$sky/viewport/sprite.set_time_of_day( 16.0, $light_system/directional_light, 25.0 )
func _process( delta ):
iTime+=delta
iFrame+=1
if (Engine.is_editor_hint() and $sky/viewport/sprite.editor_clouds_playing) or !Engine.is_editor_hint():
emit_signal("time_frame_changed", iTime, iFrame)
if Input.is_action_pressed("move_up"):
$dummy/camera_stand.translate( Vector3( 0.0, self._current_camera_speed*delta, 0.0 ) )
elif Input.is_action_pressed("move_down"):
@ -75,4 +91,7 @@ func _input(event):
if event.is_action_pressed( "move_speed" ):
self._current_camera_speed = self.camera_speed + self.camera_accel
elif event.is_action_released( "move_speed" ):
self._current_camera_speed = self.camera_speed
self._current_camera_speed = self.camera_speed
if event.is_action_pressed( "ui_settings_window" ):
$settings.visible = !$settings.visible

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@ -1,34 +1,81 @@
[gd_scene load_steps=13 format=2]
[gd_scene load_steps=24 format=2]
[ext_resource path="res://previewer/previewer.gd" type="Script" id=1]
[ext_resource path="res://previewer/dummy/dummy.tscn" type="PackedScene" id=2]
[ext_resource path="res://materials/tilables/textures/base_UV_check_big.png" type="Texture" id=3]
[ext_resource path="res://meshes/props/pendo_teddy/pendo_teddy.tscn" type="PackedScene" id=4]
[ext_resource path="res://meshes/props/travel_box/container.tscn" type="PackedScene" id=5]
[ext_resource path="res://meshes/props/reference_box/reference_box.tscn" type="PackedScene" id=6]
[ext_resource path="res://meshes/props/fountain_suzanha/Fountain_suzanha.tscn" type="PackedScene" id=7]
[ext_resource path="res://shaders/sky.shader" type="Shader" id=2]
[ext_resource path="res://previewer/sky.gd" type="Script" id=3]
[ext_resource path="res://previewer/dummy/dummy.tscn" type="PackedScene" id=4]
[ext_resource path="res://textures/tilables/basic_texture_1024.png" type="Texture" id=5]
[ext_resource path="res://meshes/decors/rocks/cliff_001.tscn" type="PackedScene" id=6]
[ext_resource path="res://materials/tilables/water.material" type="Material" id=7]
[ext_resource path="res://meshes/props/pendo_teddy/pendo_teddy.tscn" type="PackedScene" id=8]
[ext_resource path="res://meshes/props/travel_box/container.tscn" type="PackedScene" id=9]
[ext_resource path="res://meshes/props/reference_box/reference_box.tscn" type="PackedScene" id=10]
[ext_resource path="res://meshes/props/fountain_suzanha/Fountain_suzanha.tscn" type="PackedScene" id=11]
[ext_resource path="res://previewer/settings.tscn" type="PackedScene" id=12]
[sub_resource type="ProceduralSky" id=1]
[sub_resource type="OpenSimplexNoise" id=1]
period = 8.0
[sub_resource type="Environment" id=2]
[sub_resource type="NoiseTexture" id=2]
width = 1280
height = 720
seamless = true
noise = SubResource( 1 )
[sub_resource type="ShaderMaterial" id=3]
shader = ExtResource( 2 )
shader_param/iTime = 452.999
shader_param/iFrame = 20840
shader_param/COVERAGE = 0.5
shader_param/THICKNESS = 25.0
shader_param/ABSORPTION = 1.031
shader_param/STEPS = 25
shader_param/earth_radius_km = 6371.0
shader_param/atmo_radius_km = 6471.0
shader_param/cam_height_m = 1.8
shader_param/sun_pos = Vector3( -6.85618, 85.5364, 51.347 )
shader_param/sun_intensity = 42.0
shader_param/rayleigh_coeff = Vector3( 5.5, 13, 22.4 )
shader_param/mie_coeff = 21.0
shader_param/rayleigh_scale = 800.0
shader_param/mie_scale = 120.0
shader_param/mie_scatter_dir = 0.758
shader_param/rotate_night_sky = null
shader_param/iChannel0 = SubResource( 2 )
[sub_resource type="ImageTexture" id=4]
size = Vector2( 1280, 720 )
[sub_resource type="ViewportTexture" id=5]
viewport_path = NodePath("sky/viewport")
[sub_resource type="PanoramaSky" id=6]
resource_local_to_scene = true
panorama = SubResource( 5 )
[sub_resource type="Environment" id=7]
resource_local_to_scene = true
background_mode = 2
background_sky = SubResource( 1 )
background_sky = SubResource( 6 )
background_energy = 0.1
ambient_light_energy = 3.82
[sub_resource type="SpatialMaterial" id=3]
albedo_texture = ExtResource( 3 )
uv1_scale = Vector3( 7.6, 7.6, 7.6 )
uv1_offset = Vector3( 0.2, 0.2, 0 )
[sub_resource type="SpatialMaterial" id=8]
flags_unshaded = true
flags_world_triplanar = true
albedo_texture = ExtResource( 5 )
uv1_scale = Vector3( 122, 122, 122 )
[sub_resource type="PlaneMesh" id=4]
material = SubResource( 3 )
[sub_resource type="PlaneMesh" id=9]
material = SubResource( 8 )
[sub_resource type="GIProbeData" id=5]
bounds = AABB( -63.192, -10, -76.3229, 126.384, 20, 152.646 )
[sub_resource type="PlaneMesh" id=10]
[sub_resource type="GIProbeData" id=11]
bounds = AABB( -63.192, -25, -76.323, 126.384, 50, 152.646 )
cell_size = 1.19255
to_cell_xform = Transform( 0.838543, 0, 0, 0, 0.838543, 0, 0, 0, 0.838543, 52.9891, 8.38543, 64 )
dynamic_data = PoolIntArray( 0, 8, 128, 32, 128, 1, 0, 0, 2, 10, 0, 0, 8, 0, 322761760, 0, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 8355711, 0 )
to_cell_xform = Transform( 0.838542, 0, 0, 0, 0.838542, 0, 0, 0, 0.838542, 52.9891, 20.9635, 64 )
dynamic_data = PoolIntArray( 0, 8, 128, 64, 128, 1, 0, 0, 0, 1094713344, 0, 0, 7, 0, 1, 3126, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 8355711, 0 )
dynamic_range = 4
bias = 1.5
normal_bias = 0.0
@ -37,38 +84,88 @@ propagation = 0.7
[node name="previewer" type="Spatial"]
script = ExtResource( 1 )
[node name="world_environment" type="WorldEnvironment" parent="."]
environment = SubResource( 2 )
[node name="sky" type="Spatial" parent="."]
[node name="dummy" parent="." instance=ExtResource( 2 )]
[node name="viewport" type="Viewport" parent="sky"]
size = Vector2( 1280, 720 )
render_target_update_mode = 3
[node name="sprite" type="Sprite" parent="sky/viewport"]
material = SubResource( 3 )
texture = SubResource( 4 )
centered = false
script = ExtResource( 3 )
directional_light_node_path = NodePath("../../../light_system/directional_light")
sun_position = Vector3( -6.85618, 85.5364, 51.347 )
[node name="world_environment" type="WorldEnvironment" parent="."]
environment = SubResource( 7 )
[node name="dummy" parent="." instance=ExtResource( 4 )]
[node name="terrain" type="Spatial" parent="."]
[node name="test_csg_mesh" type="CSGMesh" parent="terrain"]
transform = Transform( 60.964, 0, 0, 0, 1.21928, 0, 0, 0, 60.964, 0, 0, 0 )
mesh = SubResource( 4 )
mesh = SubResource( 9 )
[node name="cliff" parent="terrain" instance=ExtResource( 6 )]
transform = Transform( 0.778102, 0, 0.628138, 0, 1, 0, -0.628138, 0, 0.778102, -24.4077, -0.000944138, -27.3821 )
moss_height = 15.0
moss_fade = 2.5
moss_depth_min = 0.73
[node name="water" type="MeshInstance" parent="terrain"]
transform = Transform( 22.72, 0, 0, 0, 1, 0, 0, 0, 18.77, -27.5637, 0.428694, -26.1742 )
mesh = SubResource( 10 )
material/0 = ExtResource( 7 )
[node name="props" type="Spatial" parent="."]
[node name="pendo_teddy" parent="props" instance=ExtResource( 4 )]
[node name="pendo_teddy" parent="props" instance=ExtResource( 8 )]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -3 )
[node name="container" parent="props" instance=ExtResource( 5 )]
[node name="container" parent="props" instance=ExtResource( 9 )]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -5 )
color = Color( 0.145098, 0.0980392, 0.713726, 1 )
lid_angle = 45.0
[node name="reference_box" parent="props" instance=ExtResource( 6 )]
[node name="container_2" parent="props" instance=ExtResource( 9 )]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -1.24144, 0, -5 )
color = Color( 0.491686, 0.159256, 0.832031, 1 )
lid_angle = 90.0
[node name="Fountain_suzanha" parent="props" instance=ExtResource( 7 )]
[node name="container_3" parent="props" instance=ExtResource( 9 )]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -2.6614, 0, -5 )
color = Color( 0.360784, 1, 0, 1 )
lid_angle = 12.0
[node name="container_4" parent="props" instance=ExtResource( 9 )]
transform = Transform( 0.457191, 0, 0.889369, 0, 1, 0, -0.889369, 0, 0.457191, -3.94754, 4.76837e-07, -4.27729 )
color = Color( 0.972549, 0.196078, 0.0431373, 1 )
lid_angle = 0.0
[node name="reference_box" parent="props" instance=ExtResource( 10 )]
[node name="Fountain_suzanha" parent="props" instance=ExtResource( 11 )]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 5, 0.472, -5 )
[node name="light_system" type="Spatial" parent="."]
[node name="directional_light" type="DirectionalLight" parent="light_system"]
transform = Transform( 0.522088, 0.655715, -0.545401, 0, 0.639473, 0.768814, 0.852892, -0.401389, 0.333861, 0, 13.7088, 0 )
light_energy = 2.21
transform = Transform( 0.991203, 0.113209, -0.0685618, 0, 0.518027, 0.855364, 0.132352, -0.84784, 0.51347, -6.85618, 85.5364, 51.347 )
light_energy = 0.653333
shadow_enabled = true
[node name="gi_probe" type="GIProbe" parent="light_system"]
extents = Vector3( 63.192, 10, 76.3229 )
data = SubResource( 5 )
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 21.7307, 0 )
extents = Vector3( 63.192, 25, 76.323 )
data = SubResource( 11 )
[node name="settings" parent="." instance=ExtResource( 12 )]
visible = true
margin_left = -475.0
margin_top = -243.0
margin_right = -219.0
margin_bottom = 13.0
[connection signal="time_frame_changed" from="." to="sky/viewport/sprite" method="_on_previewer_time_frame_changed"]

19
previewer/settings.gd Normal file
View file

@ -0,0 +1,19 @@
extends WindowDialog
onready var sky_sprite = get_tree().get_root().get_node("previewer/sky/viewport/sprite")
func _on_sky_coverage_value_changed(value):
sky_sprite.cov_scb( value )
func _on_sky_thickness_value_changed(value):
sky_sprite.thick_scb( value )
func _on_sky_absorption_value_changed(value):
sky_sprite.absb_scb( value )
func _on_sky_steps_value_changed(value):
sky_sprite.step_scb( value )
func _on_sky_time_value_changed(value):
sky_sprite.set_time_of_day( value, get_tree().get_root().get_node("previewer/light_system/directional_light"), 25.0 )

154
previewer/settings.tscn Normal file
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@ -0,0 +1,154 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://previewer/settings.gd" type="Script" id=1]
[node name="settings" type="WindowDialog"]
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -512.0
margin_top = -300.0
margin_right = -256.0
margin_bottom = -44.0
size_flags_horizontal = 2
size_flags_vertical = 2
popup_exclusive = true
window_title = "Settings (T)"
resizable = true
script = ExtResource( 1 )
[node name="scroll_container" type="ScrollContainer" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
size_flags_horizontal = 7
size_flags_vertical = 7
[node name="controls" type="VBoxContainer" parent="scroll_container"]
margin_right = 256.0
margin_bottom = 256.0
size_flags_horizontal = 7
size_flags_vertical = 3
[node name="sky_label" type="Label" parent="scroll_container/controls"]
margin_right = 256.0
margin_bottom = 14.0
text = "Sky"
align = 1
valign = 1
[node name="sky_box" type="VBoxContainer" parent="scroll_container/controls"]
margin_top = 18.0
margin_right = 256.0
margin_bottom = 94.0
[node name="sky_coverage_box" type="HBoxContainer" parent="scroll_container/controls/sky_box"]
margin_right = 256.0
margin_bottom = 16.0
[node name="label" type="Label" parent="scroll_container/controls/sky_box/sky_coverage_box"]
margin_top = 1.0
margin_right = 126.0
margin_bottom = 15.0
size_flags_horizontal = 3
text = "Coverage"
align = 2
[node name="sky_coverage" type="HSlider" parent="scroll_container/controls/sky_box/sky_coverage_box"]
margin_left = 130.0
margin_right = 256.0
margin_bottom = 16.0
size_flags_horizontal = 3
max_value = 1.0
step = 0.001
value = 0.5
[node name="sky_thickness_box" type="HBoxContainer" parent="scroll_container/controls/sky_box"]
margin_top = 20.0
margin_right = 256.0
margin_bottom = 36.0
[node name="label" type="Label" parent="scroll_container/controls/sky_box/sky_thickness_box"]
margin_top = 1.0
margin_right = 126.0
margin_bottom = 15.0
size_flags_horizontal = 3
text = "Thickness"
align = 2
[node name="sky_thickness" type="HSlider" parent="scroll_container/controls/sky_box/sky_thickness_box"]
margin_left = 130.0
margin_right = 256.0
margin_bottom = 16.0
size_flags_horizontal = 3
value = 25.0
[node name="sky_absorption_box" type="HBoxContainer" parent="scroll_container/controls/sky_box"]
margin_top = 40.0
margin_right = 256.0
margin_bottom = 56.0
[node name="label" type="Label" parent="scroll_container/controls/sky_box/sky_absorption_box"]
margin_top = 1.0
margin_right = 126.0
margin_bottom = 15.0
size_flags_horizontal = 3
text = "Absorbtion"
align = 2
[node name="sky_absorption" type="HSlider" parent="scroll_container/controls/sky_box/sky_absorption_box"]
margin_left = 130.0
margin_right = 256.0
margin_bottom = 16.0
size_flags_horizontal = 3
max_value = 10.0
step = 0.001
value = 1.031
[node name="sky_steps_box" type="HBoxContainer" parent="scroll_container/controls/sky_box"]
margin_top = 60.0
margin_right = 256.0
margin_bottom = 76.0
[node name="label" type="Label" parent="scroll_container/controls/sky_box/sky_steps_box"]
margin_top = 1.0
margin_right = 126.0
margin_bottom = 15.0
size_flags_horizontal = 3
text = "Steps"
align = 2
[node name="sky_steps" type="HSlider" parent="scroll_container/controls/sky_box/sky_steps_box"]
margin_left = 130.0
margin_right = 256.0
margin_bottom = 16.0
size_flags_horizontal = 3
value = 25.0
ticks_on_borders = true
[node name="sky_time_box" type="HBoxContainer" parent="scroll_container/controls/sky_box"]
margin_top = 60.0
margin_right = 256.0
margin_bottom = 76.0
[node name="label" type="Label" parent="scroll_container/controls/sky_box/sky_time_box"]
margin_top = 1.0
margin_right = 126.0
margin_bottom = 15.0
size_flags_horizontal = 3
text = "Time of day"
align = 2
[node name="sky_time" type="HSlider" parent="scroll_container/controls/sky_box/sky_time_box"]
margin_left = 130.0
margin_right = 256.0
margin_bottom = 16.0
size_flags_horizontal = 3
max_value = 24.0
step = 0.01
value = 16.0
[connection signal="value_changed" from="scroll_container/controls/sky_box/sky_coverage_box/sky_coverage" to="." method="_on_sky_coverage_value_changed"]
[connection signal="value_changed" from="scroll_container/controls/sky_box/sky_thickness_box/sky_thickness" to="." method="_on_sky_thickness_value_changed"]
[connection signal="value_changed" from="scroll_container/controls/sky_box/sky_absorption_box/sky_absorption" to="." method="_on_sky_absorption_value_changed"]
[connection signal="value_changed" from="scroll_container/controls/sky_box/sky_steps_box/sky_steps" to="." method="_on_sky_steps_value_changed"]
[connection signal="value_changed" from="scroll_container/controls/sky_box/sky_time_box/sky_time" to="." method="_on_sky_time_value_changed"]

57
previewer/sky.gd Normal file
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@ -0,0 +1,57 @@
tool
extends Sprite
export(bool) var editor_clouds_playing = false
export(float, 0.0, 24.0) var day_time_hours = 12.0 setget set_day_time_hours
export(NodePath) var directional_light_node_path
func _ready():
if !Engine.is_editor_hint():
editor_clouds_playing = true
func _on_previewer_time_frame_changed(time, frame):
self.material.set("shader_param/iTime", time)
self.material.set("shader_param/iFrame", frame)
func cov_scb(value):
self.material.set("shader_param/COVERAGE",float(value))
func thick_scb(value):
self.material.set("shader_param/THICKNESS",value)
func absb_scb(value):
self.material.set("shader_param/ABSORPTION",float(value))
func step_scb(value):
self.material.set("shader_param/STEPS",value)
export var sun_position = Vector3(0.0, 1.0, 0.0) setget set_sun_position, get_sun_position
func set_sun_position(new_position):
sun_position = new_position
if self.material:
self.material.set_shader_param("sun_pos", sun_position)
# _trigger_update_sky()
func get_sun_position():
return sun_position
func set_time_of_day(hours, directional_light, horizontal_angle = 0.0):
var sun_position = Vector3(0.0, -100.0, 0.0)
sun_position = sun_position.rotated(Vector3(1.0, 0.0, 0.0), hours * PI / 12.0)
sun_position = sun_position.rotated(Vector3(0.0, 1.0, 0.0), horizontal_angle)
if directional_light:
var t = directional_light.transform
t.origin = sun_position
directional_light.transform = t.looking_at(Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0))
directional_light.light_energy = 1.0 - clamp(abs(hours - 12.0) / 6.0, 0.0, 1.0)
# and update our sky
set_sun_position(sun_position)
func set_day_time_hours(hours):
if directional_light_node_path:
set_time_of_day(hours, get_node(directional_light_node_path), 25.0)

View file

@ -71,6 +71,11 @@ move_speed={
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777237,"unicode":0,"echo":false,"script":null)
]
}
ui_settings_window={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":84,"unicode":0,"echo":false,"script":null)
]
}
[node]

396
shaders/sky.shader Normal file
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@ -0,0 +1,396 @@
shader_type canvas_item;
// USING https://www.shadertoy.com/view/XtBXDw (base on it)
uniform float iTime;
uniform int iFrame;
uniform sampler2D iChannel0;
uniform float COVERAGE :hint_range(0,1); //0.5
uniform float THICKNESS :hint_range(0,100); //25.
uniform float ABSORPTION :hint_range(0,10); //1.030725
uniform int STEPS :hint_range(0,100); //25
////////////////////////////////
uniform float earth_radius_km = 6371;
uniform float atmo_radius_km = 6471;
uniform float cam_height_m = 1.8;
//uniform vec3 sun_pos = vec3(0.0, 0.1, -0.5);
uniform vec3 sun_pos = vec3(1.0, 1.0, 1.0);
uniform float sun_intensity = 22.0;
uniform vec3 rayleigh_coeff = vec3(5.5, 13.0, 22.4); // we divide this by 100000
uniform float mie_coeff = 21.0; // we divide this by 100000
uniform float rayleigh_scale = 800;
uniform float mie_scale = 120;
uniform float mie_scatter_dir = 0.758;
uniform sampler2D night_sky : hint_black_albedo;
uniform mat3 rotate_night_sky;
// Atmosphere code from: https://github.com/wwwtyro/glsl-atmosphere
vec2 rsi(vec3 r0, vec3 rd, float sr) {
// ray-sphere intersection that assumes
// the sphere is centered at the origin.
// No intersection when result.x > result.y
float a = dot(rd, rd);
float b = 2.0 * dot(rd, r0);
float c = dot(r0, r0) - (sr * sr);
float d = (b*b) - 4.0*a*c;
if (d < 0.0) return vec2(100000.0,-100000.0);
return vec2(
(-b - sqrt(d))/(2.0*a),
(-b + sqrt(d))/(2.0*a)
);
}
vec3 atmosphere(vec3 r, vec3 r0, vec3 pSun, float iSun, float rPlanet, float rAtmos, vec3 kRlh, float kMie, float shRlh, float shMie, float g) {
float PI = 3.14159265358979;
int iSteps = 16;
int jSteps = 8;
// Normalize the sun and view directions.
pSun = normalize(pSun);
r = normalize(r);
// Calculate the step size of the primary ray.
vec2 p = rsi(r0, r, rAtmos);
if (p.x > p.y) return vec3(0,0,0);
p.y = min(p.y, rsi(r0, r, rPlanet).x);
float iStepSize = (p.y - p.x) / float(iSteps);
// Initialize the primary ray time.
float iTimeBis = 0.0;
// Initialize accumulators for Rayleigh and Mie scattering.
vec3 totalRlh = vec3(0,0,0);
vec3 totalMie = vec3(0,0,0);
// Initialize optical depth accumulators for the primary ray.
float iOdRlh = 0.0;
float iOdMie = 0.0;
// Calculate the Rayleigh and Mie phases.
float mu = dot(r, pSun);
float mumu = mu * mu;
float gg = g * g;
float pRlh = 3.0 / (16.0 * PI) * (1.0 + mumu);
float pMie = 3.0 / (8.0 * PI) * ((1.0 - gg) * (mumu + 1.0)) / (pow(1.0 + gg - 2.0 * mu * g, 1.5) * (2.0 + gg));
// Sample the primary ray.
for (int i = 0; i < iSteps; i++) {
// Calculate the primary ray sample position.
vec3 iPos = r0 + r * (iTimeBis + iStepSize * 0.5);
// Calculate the height of the sample.
float iHeight = length(iPos) - rPlanet;
// Calculate the optical depth of the Rayleigh and Mie scattering for this step.
float odStepRlh = exp(-iHeight / shRlh) * iStepSize;
float odStepMie = exp(-iHeight / shMie) * iStepSize;
// Accumulate optical depth.
iOdRlh += odStepRlh;
iOdMie += odStepMie;
// Calculate the step size of the secondary ray.
float jStepSize = rsi(iPos, pSun, rAtmos).y / float(jSteps);
// Initialize the secondary ray time.
float jTime = 0.0;
// Initialize optical depth accumulators for the secondary ray.
float jOdRlh = 0.0;
float jOdMie = 0.0;
// Sample the secondary ray.
for (int j = 0; j < jSteps; j++) {
// Calculate the secondary ray sample position.
vec3 jPos = iPos + pSun * (jTime + jStepSize * 0.5);
// Calculate the height of the sample.
float jHeight = length(jPos) - rPlanet;
// Accumulate the optical depth.
jOdRlh += exp(-jHeight / shRlh) * jStepSize;
jOdMie += exp(-jHeight / shMie) * jStepSize;
// Increment the secondary ray time.
jTime += jStepSize;
}
// Calculate attenuation.
vec3 attn = exp(-(kMie * (iOdMie + jOdMie) + kRlh * (iOdRlh + jOdRlh)));
// Accumulate scattering.
totalRlh += odStepRlh * attn;
totalMie += odStepMie * attn;
// Increment the primary ray time.
iTimeBis += iStepSize;
}
// Calculate and return the final color.
return iSun * (pRlh * kRlh * totalRlh + pMie * kMie * totalMie);
}
// and our application
vec3 ray_dir_from_uv(vec2 uv) {
float PI = 3.14159265358979;
vec3 dir;
float x = sin(PI * uv.y);
dir.y = cos(PI * uv.y);
dir.x = x * sin(2.0 * PI * (0.5 - uv.x));
dir.z = x * cos(2.0 * PI * (0.5 - uv.x));
return dir;
}
vec2 uv_from_ray_dir(vec3 dir) {
float PI = 3.14159265358979;
vec2 uv;
uv.y = acos(dir.y) / PI;
dir.y = 0.0;
dir = normalize(dir);
uv.x = acos(dir.z) / (2.0 * PI);
if (dir.x < 0.0) {
uv.x = 1.0 - uv.x;
}
uv.x = 0.5 - uv.x;
if (uv.x < 0.0) {
uv.x += 1.0;
}
return uv;
}
////////////////////////////////
float noise( in vec3 x )
{
x*=0.01;
float z = x.z*256.0;
vec2 offz = vec2(0.317,0.123);
vec2 uv1 = x.xy + offz*floor(z);
vec2 uv2 = uv1 + offz;
return mix(textureLod( iChannel0, uv1 ,0.0).x,textureLod( iChannel0, uv2 ,0.0).x,fract(z));
}
float fbm(vec3 pos,float lacunarity){
vec3 p = pos;
float
t = 0.51749673 * noise(p); p *= lacunarity;
t += 0.25584929 * noise(p); p *= lacunarity;
t += 0.12527603 * noise(p); p *= lacunarity;
t += 0.06255931 * noise(p);
return t;
}
float get_noise(vec3 x)
{
float FBM_FREQ=2.76434;
return fbm(x, FBM_FREQ);
}
vec3 render_sky_color(vec3 rd){
vec3 sun_color = vec3(1., .7, .55);
vec3 SUN_DIR = normalize(vec3(0, abs(sin( .3)), -1));
float sun_amount = max(dot(rd, SUN_DIR), 0.0);
vec3 sky = mix(vec3(.0, .1, .4), vec3(.3, .6, .8), 1.0 - rd.y);
sky = sky + sun_color * min(pow(sun_amount, 1500.0) * 5.0, 1.0);
sky = sky + sun_color * min(pow(sun_amount, 10.0) * .6, 1.0);
return sky;
}
bool SphereIntersect(vec3 SpPos, float SpRad, vec3 ro, vec3 rd, out float t, out vec3 norm) {
ro -= SpPos;
float A = dot(rd, rd);
float B = 2.0*dot(ro, rd);
float C = dot(ro, ro)-SpRad*SpRad;
float D = B*B-4.0*A*C;
if (D < 0.0) return false;
D = sqrt(D);
A *= 2.0;
float t1 = (-B+D)/A;
float t2 = (-B-D)/A;
if (t1 < 0.0) t1 = t2;
if (t2 < 0.0) t2 = t1;
t1 = min(t1, t2);
if (t1 < 0.0) return false;
norm = ro+t1*rd;
t = t1;
//norm = normalize(norm);
return true;
}
float density(vec3 pos,vec3 offset,float t){
vec3 p = pos * .0212242 + offset;
float dens = get_noise(p);
float cov = 1. - COVERAGE;
dens *= smoothstep (cov, cov + .05, dens);
return clamp(dens, 0., 1.);
}
vec4 render_clouds(vec3 ro,vec3 rd){
vec3 apos=vec3(0, -450, 0);
float arad=500.;
vec3 WIND=vec3(0, 0, -iTime * .2);
vec3 C = vec3(0, 0, 0);
float alpha = 0.;
vec3 n;
float tt;
if(SphereIntersect(apos,arad,ro,rd,tt,n)){
float thickness = THICKNESS;
int steps = STEPS;
float march_step = thickness / float(steps);
vec3 dir_step = rd / rd.y * march_step;
vec3 pos =n;
float T = 1.;
for (int i = 0; i < steps; i++) {
float h = float(i) / float(steps);
float dens = density (pos, WIND, h);
float T_i = exp(-ABSORPTION * dens * march_step);
T *= T_i;
if (T < .01) break;
C += T * (exp(h) / 1.75) *dens * march_step;
alpha += (1. - T_i) * (1. - alpha);
pos += dir_step;
if (length(pos) > 1e3) break;
}
return vec4(C, alpha);
}
return vec4(C, alpha);
}
float fbm2(in vec3 p)
{
float f = 0.;
f += .50000 * noise(.5 * (p+vec3(0.,0.,-iTime*0.275)));
f += .25000 * noise(1. * (p+vec3(0.,0.,-iTime*0.275)));
f += .12500 * noise(2. * (p+vec3(0.,0.,-iTime*0.275)));
f += .06250 * noise(4. * (p+vec3(0.,0.,-iTime*0.275)));
return f;
}
vec3 cube_bot(vec3 d, vec3 c1, vec3 c2)
{
return fbm2(d) * mix(c1, c2, d * .5 + .5);
}
vec3 rotate_y(vec3 v, float angle)
{
float ca = cos(angle); float sa = sin(angle);
return v*mat3(
vec3(+ca, +.0, -sa),
vec3(+.0,+1.0, +.0),
vec3(+sa, +.0, +ca));
}
vec3 rotate_x(vec3 v, float angle)
{
float ca = cos(angle); float sa = sin(angle);
return v*mat3(
vec3(+1.0, +.0, +.0),
vec3(+.0, +ca, -sa),
vec3(+.0, +sa, +ca));
}
void panorama_uv(vec2 fragCoord, out vec3 ro,out vec3 rd, in vec2 iResolution){
float M_PI = 3.1415926535;
float ymul = 2.0; float ydiff = -1.0;
vec2 uv = fragCoord.xy / iResolution.xy;
uv.x = 2.0 * uv.x - 1.0;
uv.y = ymul * uv.y + ydiff;
ro = vec3(0., 5., 0.);
rd = normalize(rotate_y(rotate_x(vec3(0.0, 0.0, 1.0),-uv.y*M_PI/2.0),-uv.x*M_PI));
}
void mainImage( out vec4 fragColor, in vec2 fragCoord, in vec2 iResolution)
{
vec3 ro = vec3 (0.,0.,0.);
vec3 rd = vec3(0.);
vec3 col=vec3(0.);
panorama_uv(fragCoord,ro,rd,iResolution);
// vec3 sky = render_sky_color(rd);
vec3 sky = vec3( 0.0, 0.0, 0.0);
vec4 cld = vec4(0.);
float skyPow = dot(rd, vec3(0.0, -1.0, 0.0));
float horizonPow =1.-pow(1.0-abs(skyPow), 5.0);
if(rd.y>0.)
{cld=render_clouds(ro,rd);
cld=clamp(cld,vec4(0.),vec4(1.));
cld.rgb+=0.04*cld.rgb*horizonPow;
cld*=clamp(( 1.0 - exp(-2.3 * pow(max((0.0), horizonPow), (2.6)))),0.,1.);
}
else{
cld.rgb = cube_bot(rd,vec3(1.5,1.49,1.71), vec3(1.1,1.15,1.5));
cld*=cld;
//cld=clamp(cld,vec4(0.),vec4(1.));
cld.a=1.;
cld*=clamp(( 1.0 - exp(-1.3 * pow(max((0.0), horizonPow), (2.6)))),0.,1.);
}
col=mix(sky, cld.rgb/(0.0001+cld.a), cld.a);
//col*=col;
fragColor = vec4(col,1.0);
}
void fragment(){
//////////////////////////////////
vec3 dir = ray_dir_from_uv(UV);
// determine our sky color
vec3 color = atmosphere(
vec3( dir.x, -dir.y, dir.z )
, vec3(0.0, earth_radius_km * 100.0 + cam_height_m * 0.1, 0.0)
, sun_pos
, sun_intensity
, earth_radius_km * 100.0
, atmo_radius_km * 100.0
, rayleigh_coeff / 100000.0
, mie_coeff / 100000.0
, rayleigh_scale
, mie_scale
, mie_scatter_dir
);
// Apply exposure.
color = 1.0 - exp(-1.0 * color);
// Mix in night sky (already sRGB)
if (dir.y > 0.0) {
float f = (0.21 * color.r) + (0.72 * color.g) + (0.07 * color.b);
float cutoff = 0.1;
vec2 ns_uv = uv_from_ray_dir(rotate_night_sky * dir);
color += texture(night_sky, ns_uv).rgb * clamp((cutoff - f) / cutoff, 0.0, 1.0);
}
COLOR = vec4(color, 1.0);
////////////////////////////////////////
vec2 iResolution=1./TEXTURE_PIXEL_SIZE;
mainImage(COLOR,UV*iResolution,iResolution);
COLOR = vec4(color, 1.0)+COLOR;
}

183
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/*
Realistic Water Shader for GODOT 3.1.1
Copyright (c) 2019 UnionBytes, Achim Menzel (alias AiYori)
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify,
merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to the following
conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
OR OTHER DEALINGS IN THE SOFTWARE.
-- UnionBytes <https://www.unionbytes.de/>
-- YouTube: <https://www.youtube.com/user/UnionBytes>
*/
// For this shader min. GODOT 3.1.1 is required, because 3.1 has a depth buffer bug!
shader_type spatial;
render_mode cull_back,diffuse_burley,specular_schlick_ggx, blend_mix;
// Wave settings:
uniform float wave_speed = 0.5; // Speed scale for the waves
uniform vec4 wave_a = vec4(1.0, 1.0, 0.35, 3.0); // xy = Direction, z = Steepness, w = Length
uniform vec4 wave_b = vec4(1.0, 0.6, 0.30, 1.55); // xy = Direction, z = Steepness, w = Length
uniform vec4 wave_c = vec4(1.0, 1.3, 0.25, 0.9); // xy = Direction, z = Steepness, w = Length
// Surface settings:
uniform vec2 sampler_scale = vec2(0.25, 0.25); // Scale for the sampler
uniform vec2 sampler_direction= vec2(0.05, 0.04); // Direction and speed for the sampler offset
uniform sampler2D uv_sampler : hint_aniso; // UV motion sampler for shifting the normalmap
uniform vec2 uv_sampler_scale = vec2(0.25, 0.25); // UV sampler scale
uniform float uv_sampler_strength = 0.04; // UV shifting strength
uniform sampler2D normalmap_a_sampler : hint_normal; // Normalmap sampler A
uniform sampler2D normalmap_b_sampler : hint_normal; // Normalmap sampler B
uniform sampler2D foam_sampler : hint_black; // Foam sampler
uniform float foam_level = 0.5; // Foam level -> distance from the object (0.0 - 0.5)
// Volume settings:
uniform float refraction = 0.075; // Refraction of the water
uniform vec4 color_deep : hint_color; // Color for deep places in the water, medium to dark blue
uniform vec4 color_shallow : hint_color; // Color for lower places in the water, bright blue - green
uniform float beers_law = 2.0; // Beers law value, regulates the blending size to the deep water level
uniform float depth_offset = -0.75; // Offset for the blending
// Projector for the water caustics:
uniform mat4 projector; // Projector matrix, mostly the matric of the sun / directlight
uniform sampler2DArray caustic_sampler : hint_black; // Caustic sampler, (Texture array with 16 Textures for the animation)
// Vertex -> Fragment:
varying float vertex_height; // Height of the water surface
varying vec3 vertex_normal; // Vertex normal -> Needed for refraction calculation
varying vec3 vertex_binormal; // Vertex binormal -> Needed for refraction calculation
varying vec3 vertex_tangent; // Vertex tangent -> Needed for refraction calculation
varying mat4 inv_mvp; // Inverse ModelViewProjection matrix -> Needed for caustic projection
// Wave function:
vec4 wave(vec4 parameter, vec2 position, float time, inout vec3 tangent, inout vec3 binormal)
{
float wave_steepness = parameter.z;
float wave_length = parameter.w;
float k = 2.0 * 3.14159265359 / wave_length;
float c = sqrt(9.8 / k);
vec2 d = normalize(parameter.xy);
float f = k * (dot(d, position) - c * time);
float a = wave_steepness / k;
tangent += normalize(vec3(1.0-d.x * d.x * (wave_steepness * sin(f)), d.x * (wave_steepness * cos(f)), -d.x * d.y * (wave_steepness * sin(f))));
binormal += normalize(vec3(-d.x * d.y * (wave_steepness * sin(f)), d.y * (wave_steepness * cos(f)), 1.0-d.y * d.y * (wave_steepness * sin(f))));
return vec4(d.x * (a * cos(f)), a * sin(f) * 0.25, d.y * (a * cos(f)), 0.0);
}
// Vertex shader:
void vertex()
{
float time = TIME * wave_speed;
vec4 vertex = vec4(VERTEX, 1.0);
vec3 vertex_position = (WORLD_MATRIX * vertex).xyz;
vertex_tangent = vec3(0.0, 0.0, 0.0);
vertex_binormal = vec3(0.0, 0.0, 0.0);
vertex += wave(wave_a, vertex_position.xz, time, vertex_tangent, vertex_binormal);
vertex += wave(wave_b, vertex_position.xz, time, vertex_tangent, vertex_binormal);
vertex += wave(wave_c, vertex_position.xz, time, vertex_tangent, vertex_binormal);
vertex_position = vertex.xyz;
vertex_height = (PROJECTION_MATRIX * MODELVIEW_MATRIX * vertex).z;
TANGENT = vertex_tangent;
BINORMAL = vertex_binormal;
vertex_normal = normalize(cross(vertex_binormal, vertex_tangent));
NORMAL = vertex_normal;
UV = vertex.xz * sampler_scale;
VERTEX = vertex.xyz;
inv_mvp = inverse(PROJECTION_MATRIX * MODELVIEW_MATRIX);
}
// Fragment shader:
void fragment()
{
// Calculation of the UV with the UV motion sampler
vec2 uv_offset = sampler_direction * TIME;
vec2 uv_sampler_uv = UV * uv_sampler_scale + uv_offset;
vec2 uv_sampler_uv_offset = uv_sampler_strength * texture(uv_sampler, uv_sampler_uv).rg * 2.0 - 1.0;
vec2 uv = UV + uv_sampler_uv_offset;
// Normalmap:
vec3 normalmap = texture(normalmap_a_sampler, uv - uv_offset*2.0).rgb * 0.75; // 75 % sampler A
normalmap += texture(normalmap_b_sampler, uv + uv_offset).rgb * 0.25; // 25 % sampler B
// Refraction UV:
vec3 ref_normalmap = normalmap * 2.0 - 1.0;
ref_normalmap = normalize(vertex_tangent*ref_normalmap.x + vertex_binormal*ref_normalmap.y + vertex_normal*ref_normalmap.z);
vec2 ref_uv = SCREEN_UV + (ref_normalmap.xy * refraction) / vertex_height;
// Ground depth:
float depth_raw = texture(DEPTH_TEXTURE, ref_uv).r * 2.0 - 1.0;
float depth = PROJECTION_MATRIX[3][2] / (depth_raw + PROJECTION_MATRIX[2][2]);
float depth_blend = exp((depth+VERTEX.z + depth_offset) * -beers_law);
depth_blend = clamp(1.0-depth_blend, 0.0, 1.0);
float depth_blend_pow = clamp(pow(depth_blend, 2.5), 0.0, 1.0);
// Ground color:
vec3 screen_color = textureLod(SCREEN_TEXTURE, ref_uv, depth_blend_pow * 2.5).rgb;
vec3 dye_color = mix(color_shallow.rgb, color_deep.rgb, depth_blend_pow);
vec3 color = mix(screen_color*dye_color, dye_color*0.25, depth_blend_pow*0.5);
// Caustic screen projection
vec4 caustic_screenPos = vec4(ref_uv*2.0-1.0, depth_raw, 1.0);
vec4 caustic_localPos = inv_mvp * caustic_screenPos;
caustic_localPos = vec4(caustic_localPos.xyz/caustic_localPos.w, caustic_localPos.w);
vec2 caustic_Uv = caustic_localPos.xz / vec2(1024.0) + 0.5;
vec4 caustic_color = texture(caustic_sampler, vec3(caustic_Uv*300.0, mod(TIME*14.0, 16.0)));
color *= 1.0 + pow(caustic_color.r, 1.50) * (1.0-depth_blend) * 6.0;
// Foam:
if(depth + VERTEX.z < foam_level && depth > vertex_height-0.1)
{
float foam_noise = clamp(pow(texture(foam_sampler, (uv*4.0) - uv_offset).r, 10.0)*40.0, 0.0, 0.2);
float foam_mix = clamp(pow((1.0-(depth + VERTEX.z) + foam_noise), 8.0) * foam_noise * 0.4, 0.0, 1.0);
color = mix(color, vec3(1.0), foam_mix);
}
// Set all values:
ALBEDO = color;
METALLIC = 0.1;
ROUGHNESS = 0.2;
SPECULAR = 0.2 + depth_blend_pow * 0.4;
NORMALMAP = normalmap;
NORMALMAP_DEPTH = 1.25;
}

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