WIP: feat(scene) integrate beauty pass — shader water, building blockouts, wind, smoke, 6 textures
- Add 3 missing Terrain3D textures: Dirt Path (id=3), Riverbank Stone (id=4), Compacted Ground (id=5) with procedural albedo PNGs + generate tool - Replace greybox river BoxMesh with animated vertex-displacement water shader - Replace greybox waterfall BoxMesh with scrolling-UV waterfall shader - Add WaterfallMist GPUParticles3D with upward drift and alpha fade - Add wind vertex shader for tree canopies (sin-based, height-weighted sway) - Replace StylizedTree.tscn with script-driven procedural tree supporting 3 canopy color variants and position-based randomization - Replace greybox house boxes with StylizedHouse (walls + pitched roof + door) - Replace mill box with StylizedMill (body + roof + water wheel cylinder) - Replace fortress box with FortressBlockout (keep + parapet + corner turret) - Replace bridge box with BridgeBlockout (deck + pillar supports) - Add ChimneySmoke GPUParticles3D on each house roof - Height-snap buildings (fortress + village) to terrain surface in _ready() - Update JajceWorld.tscn: remove all greybox landmark sub-resources, instance new scenes, keep terrain/navigation/sky/fog as-is - Update scaffold test for new scene structure and beauty elements
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@@ -1,10 +1,15 @@
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[gd_resource type="Terrain3DAssets" load_steps=7 format=3]
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[gd_resource type="Terrain3DAssets" load_steps=13 format=3]
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[ext_resource type="Texture2D" path="res://terrain/jajce/textures/rock_albedo.png" id="1_rock"]
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[ext_resource type="Texture2D" path="res://terrain/jajce/textures/grass_albedo.png" id="2_grass"]
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[ext_resource type="Texture2D" path="res://terrain/jajce/textures/soil_albedo.png" id="3_soil"]
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[ext_resource type="Texture2D" path="res://terrain/jajce/textures/dirt_path_albedo.png" id="4_dirt"]
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[ext_resource type="Texture2D" path="res://terrain/jajce/textures/riverbank_stone_albedo.png" id="5_river"]
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[ext_resource type="Texture2D" path="res://terrain/jajce/textures/compacted_ground_albedo.png" id="6_compact"]
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[sub_resource type="Terrain3DTextureAsset" id="Texture_rock"]
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name = "Limestone"
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id = 0
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albedo_texture = ExtResource("1_rock")
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normal_texture = ExtResource("1_rock")
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normal_depth = 0.0
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@@ -29,5 +34,32 @@ normal_depth = 0.0
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uv_scale = 0.2
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detiling_rotation = 0.1
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[sub_resource type="Terrain3DTextureAsset" id="Texture_dirt"]
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name = "Dirt Path"
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id = 3
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albedo_texture = ExtResource("4_dirt")
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normal_texture = ExtResource("4_dirt")
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normal_depth = 0.0
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uv_scale = 0.22
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detiling_rotation = 0.08
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[sub_resource type="Terrain3DTextureAsset" id="Texture_river"]
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name = "Riverbank Stone"
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id = 4
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albedo_texture = ExtResource("5_river")
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normal_texture = ExtResource("5_river")
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normal_depth = 0.0
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uv_scale = 0.12
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detiling_rotation = 0.15
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[sub_resource type="Terrain3DTextureAsset" id="Texture_compact"]
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name = "Compacted Ground"
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id = 5
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albedo_texture = ExtResource("6_compact")
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normal_texture = ExtResource("6_compact")
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normal_depth = 0.0
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uv_scale = 0.2
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detiling_rotation = 0.08
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[resource]
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texture_list = Array[Terrain3DTextureAsset]([SubResource("Texture_rock"), SubResource("Texture_grass"), SubResource("Texture_soil")])
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texture_list = Array[Terrain3DTextureAsset]([SubResource("Texture_rock"), SubResource("Texture_grass"), SubResource("Texture_soil"), SubResource("Texture_dirt"), SubResource("Texture_river"), SubResource("Texture_compact")])
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