feat(environment): add painterly skies and living meadows

This commit is contained in:
Rijad Zuzo
2026-09-05 20:27:09 +02:00
parent 7899d36f03
commit ec16e2f2ca
71 changed files with 2280 additions and 213 deletions
+20 -15
View File
@@ -7,17 +7,17 @@ extends Node
const TO_RAD := PI / 180.0
const DAY_SKY_TOP := Color(0.27, 0.57, 0.74, 1)
const DAY_SKY_HORIZON := Color(0.79, 0.88, 0.82, 1)
const DAY_SKY_TOP := Color(0.12, 0.49, 0.69, 1)
const DAY_SKY_HORIZON := Color(0.65, 0.84, 0.84, 1)
const DAY_GROUND_BOTTOM := Color(0.12, 0.17, 0.12, 1)
const DAY_GROUND_HORIZON := Color(0.56, 0.69, 0.57, 1)
const DAY_AMBIENT := Color(0.72, 0.83, 0.88, 1)
const DAY_AMBIENT_ENERGY := 0.55
const DAY_FOG_LIGHT := Color(0.70, 0.83, 0.81, 1)
const DAY_GROUND_HORIZON := DAY_SKY_HORIZON
const DAY_AMBIENT := Color(0.65, 0.80, 0.87, 1)
const DAY_AMBIENT_ENERGY := 0.65
const DAY_FOG_LIGHT := Color(0.63, 0.80, 0.82, 1)
const DAY_FOG_LIGHT_ENERGY := 0.8
const DAY_FOG_DENSITY := 0.0015
const DAY_FOG_DENSITY := 0.0018
const DAY_LIGHT_COLOR := Color(1, 0.94, 0.79, 1)
const DAY_LIGHT_ENERGY := 1.2
const DAY_LIGHT_ENERGY := 1.35
const NIGHT_SKY_TOP := Color(0.04, 0.04, 0.12, 1)
const NIGHT_SKY_HORIZON := Color(0.08, 0.06, 0.14, 1)
@@ -76,8 +76,13 @@ func _process(delta: float) -> void:
func _apply_light_rotation(cycle: float) -> void:
if directional_light == null:
return
var angle_rad: float = cycle * 2.0 * PI
directional_light.rotation = Vector3(-PI / 4.0 + sin(angle_rad) * PI / 4.0, angle_rad, 0)
# The bright interval and the sun's arc share dawn/noon/dusk. The old
# quarter-cycle offset put the brightest morning sun on the horizon.
var solar_progress := clampf((cycle - 0.15) / 0.7, 0.0, 1.0)
var elevation := 8.0 + sin(solar_progress * PI) * 52.0
if cycle < 0.15 or cycle > 0.85:
elevation = 32.0 # One cool moon fill during the night interval.
directional_light.rotation = Vector3(-elevation * TO_RAD, cycle * TAU, 0)
func _apply_environment(cycle: float) -> void:
@@ -85,7 +90,6 @@ func _apply_environment(cycle: float) -> void:
return
var day_factor := _day_factor(cycle)
var night_factor := 1.0 - day_factor
directional_light.light_color = _lerp_color(NIGHT_LIGHT_COLOR, DAY_LIGHT_COLOR, day_factor)
directional_light.light_energy = lerpf(NIGHT_LIGHT_ENERGY, DAY_LIGHT_ENERGY, day_factor)
@@ -136,6 +140,7 @@ func _apply_environment(cycle: float) -> void:
"ground_horizon_color", NIGHT_GROUND_HORIZON.lerp(DAY_GROUND_HORIZON, day_factor)
)
mat.set_shader_parameter("daylight", day_factor)
mat.set_shader_parameter("golden_hour", transition_peak)
func _find_simulation_node() -> void:
@@ -155,10 +160,10 @@ func _day_factor(cycle: float) -> float:
func _sunrise_sunset_weight(cycle: float) -> float:
if cycle < 0.15:
return smoothstep(0.05, 0.15, cycle) * (1.0 - smoothstep(0.1, 0.15, cycle))
if cycle > 0.85:
return smoothstep(0.85, 0.95, cycle) * (1.0 - smoothstep(0.9, 0.95, cycle))
if cycle < 0.3:
return smoothstep(0.15, 0.21, cycle) * (1.0 - smoothstep(0.23, 0.3, cycle))
if cycle > 0.7:
return smoothstep(0.7, 0.77, cycle) * (1.0 - smoothstep(0.79, 0.85, cycle))
return 0.0