some environnement and water stuff
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# Sources
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## Tutorials
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- https://www.youtube.com/watch?v=VjuyfBaryu8
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- https://www.youtube.com/watch?v=7L6ZUYj1hs8
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## 3d Assets
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- https://ace-spectre.itch.io/ps1-heavy-and-light-weapons-pack
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@ -1,7 +1,35 @@
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[gd_scene load_steps=3 format=3 uid="uid://cbs0x36e3ranm"]
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[gd_scene load_steps=6 format=3 uid="uid://cbs0x36e3ranm"]
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[ext_resource type="MeshLibrary" uid="uid://dwo1m72yajrb1" path="res://assets/tilesets/tileset.tres" id="1_l447d"]
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[ext_resource type="PackedScene" uid="uid://b5gb5paiupum" path="res://player/player.tscn" id="2_ojnju"]
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[ext_resource type="PackedScene" uid="uid://c2casdi4d2o3j" path="res://shaders/water_plane.tscn" id="3_ga7wg"]
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[sub_resource type="Environment" id="Environment_i4emf"]
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ambient_light_source = 3
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ambient_light_color = Color(0.54902, 0.815686, 0.964706, 1)
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ssao_radius = 11.01
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sdfgi_enabled = true
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sdfgi_use_occlusion = true
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sdfgi_bounce_feedback = 0.56
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glow_intensity = 1.69
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fog_enabled = true
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fog_light_color = Color(0.294118, 0.439216, 0.411765, 1)
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fog_light_energy = 0.8
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fog_density = 0.005
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fog_height = -1.0
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fog_height_density = 0.5
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volumetric_fog_enabled = true
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volumetric_fog_density = 0.005
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volumetric_fog_albedo = Color(0.780392, 0.996078, 1, 1)
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volumetric_fog_emission = Color(0.360784, 0.290196, 0.0862745, 1)
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volumetric_fog_anisotropy = 0.05
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volumetric_fog_detail_spread = 1.68179
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adjustment_enabled = true
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adjustment_brightness = 1.1
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adjustment_contrast = 1.25
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adjustment_saturation = 0.8
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[sub_resource type="CameraAttributesPhysical" id="CameraAttributesPhysical_rja1c"]
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[node name="test_level" type="Node3D"]
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@ -16,5 +44,19 @@ data = {
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metadata/_editor_floor_ = Vector3(0, 0, 0)
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[node name="player" parent="." instance=ExtResource("2_ojnju")]
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transform = Transform3D(1, 0, 0, 0, 0.388867, 0.921294, 0, -0.921294, 0.388867, -1.19974, 40.1006, 13.3341)
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transform = Transform3D(1, 0, 0, 0, 0.494109, 0.8694, 0, -0.8694, 0.494109, -3.70665, 40.1006, 20.9216)
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current = true
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[node name="water_plane" parent="." instance=ExtResource("3_ga7wg")]
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transform = Transform3D(227.061, 0, -196.07, 0, 300, 0, 196.07, 0, 227.061, 0, 0.257405, 0)
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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transform = Transform3D(0.175911, -0.891337, 0.41782, 0.878449, 0.333691, 0.34202, -0.444278, 0.306869, 0.841694, 0, 3.35555, 0)
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light_energy = 2.1
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light_indirect_energy = 0.863
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light_volumetric_fog_energy = 1.74
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light_angular_distance = 5.2
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_i4emf")
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camera_attributes = SubResource("CameraAttributesPhysical_rja1c")
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33
shaders/water.gdshader
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33
shaders/water.gdshader
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shader_type spatial;
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uniform vec3 albedo : source_color;
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uniform vec3 albedo2 : source_color;
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uniform float metallic : hint_range(0.0,1.0) = 0;
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uniform float roughness : hint_range(0.0,1.0)=0.02;
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uniform sampler2D texture_normal;
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uniform sampler2D texture_normal2;
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uniform sampler2D texture_image;
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uniform vec2 wave_direction = vec2(2.0,0.0);
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uniform vec2 wave_direction2 = vec2(0.0,1.0);
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uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.005;
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float fresnel(float amount, vec3 normal, vec3 view){
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return pow((1.0 - clamp(dot(normalize(normal), normalize(view)),0.0,1.0)),amount);
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}
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void fragment() {
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vec2 time = (TIME * wave_direction) * time_scale;
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vec2 time2 = (TIME * wave_direction2) * time_scale;
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vec3 normal_blend = mix(texture(texture_normal, UV + time).rgb, texture(texture_normal2, UV + time2).rgb, 0.5);
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float fresnel = fresnel(5.0, NORMAL, VIEW);
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vec3 surface_color = mix(albedo, albedo2, fresnel);
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vec3 surface_texture = mix(surface_color, texture(texture_image, UV + time).rgb, 0.2);
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ALBEDO = surface_texture;
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METALLIC = metallic;
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ROUGHNESS = roughness;
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NORMAL_MAP = normal_blend;
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ALPHA = 0.8;
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}
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48
shaders/water_plane.tscn
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48
shaders/water_plane.tscn
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[gd_scene load_steps=9 format=3 uid="uid://c2casdi4d2o3j"]
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[ext_resource type="Shader" path="res://shaders/water.gdshader" id="1_yfj5n"]
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[ext_resource type="Texture2D" uid="uid://bsw8l5crn3aid" path="res://assets/textures/water.png" id="2_83coh"]
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[sub_resource type="QuadMesh" id="QuadMesh_x322w"]
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subdivide_width = 200
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subdivide_depth = 200
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orientation = 1
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_ido7w"]
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noise_type = 3
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fractal_type = 2
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_ntr7e"]
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seamless = true
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as_normal_map = true
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bump_strength = 1.5
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noise = SubResource("FastNoiseLite_ido7w")
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_bfpu3"]
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noise_type = 3
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seed = 69
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fractal_type = 2
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_wvpl0"]
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seamless = true
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as_normal_map = true
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bump_strength = 1.5
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noise = SubResource("FastNoiseLite_bfpu3")
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_yma05"]
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render_priority = 0
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shader = ExtResource("1_yfj5n")
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shader_parameter/albedo = Color(0.101961, 0.0509804, 0.431373, 1)
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shader_parameter/albedo2 = Color(0.658824, 0.905882, 0.929412, 1)
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shader_parameter/metallic = 0.0
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shader_parameter/roughness = 0.02
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shader_parameter/wave_direction = Vector2(2, 0)
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shader_parameter/wave_direction2 = Vector2(0, 1)
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shader_parameter/time_scale = 0.025
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shader_parameter/texture_normal = SubResource("NoiseTexture2D_ntr7e")
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shader_parameter/texture_normal2 = SubResource("NoiseTexture2D_wvpl0")
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shader_parameter/texture_image = ExtResource("2_83coh")
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[node name="water_plane" type="MeshInstance3D"]
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mesh = SubResource("QuadMesh_x322w")
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surface_material_override/0 = SubResource("ShaderMaterial_yma05")
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