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
This commit is contained in:
2026-07-05 20:10:45 +02:00
parent 6c11dc5dd6
commit 22613a445e
29 changed files with 669 additions and 169 deletions
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[gd_scene load_steps=7 format=3]
[sub_resource type="StandardMaterial3D" id="Material_walls"]
albedo_color = Color(0.72, 0.65, 0.52, 1)
roughness = 0.85
[sub_resource type="BoxMesh" id="Mesh_walls"]
material = SubResource("Material_walls")
size = Vector3(4, 2.5, 5)
[sub_resource type="StandardMaterial3D" id="Material_roof"]
albedo_color = Color(0.55, 0.30, 0.18, 1)
roughness = 0.75
[sub_resource type="PrismMesh" id="Mesh_roof"]
material = SubResource("Material_roof")
size = Vector3(4.2, 1.5, 5.2)
left_to_right = 0.5
[sub_resource type="StandardMaterial3D" id="Material_door"]
albedo_color = Color(0.20, 0.12, 0.06, 1)
roughness = 0.7
[sub_resource type="BoxMesh" id="Mesh_door"]
material = SubResource("Material_door")
size = Vector3(0.8, 1.4, 0.1)
[node name="StylizedHouse" type="Node3D"]
[node name="Walls" type="MeshInstance3D" parent="."]
position = Vector3(0, 1.25, 0)
mesh = SubResource("Mesh_walls")
[node name="Roof" type="MeshInstance3D" parent="."]
position = Vector3(0, 3.25, 0)
mesh = SubResource("Mesh_roof")
[node name="Door" type="MeshInstance3D" parent="."]
position = Vector3(0, 1.0, 2.55)
mesh = SubResource("Mesh_door")