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
+25
View File
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shader_type spatial;
render_mode blend_mix, depth_prepass_alpha, cull_disabled, diffuse_burley;
uniform bool circular_wash = false;
uniform vec3 foam_color : source_color = vec3(0.83, 0.94, 0.93);
void fragment() {
vec2 p = UV * 2.0 - 1.0;
float wash = sin(p.x * 18.0 + sin(p.y * 12.0 + TIME * 0.8) * 1.5);
wash *= sin(p.y * 23.0 - TIME * 1.4 + p.x * 3.0);
float mask = (1.0 - smoothstep(0.45, 1.0, abs(p.x)));
mask *= 1.0 - smoothstep(0.2, 1.0, abs(p.y));
if (circular_wash) {
float radius = length(p);
float angle = atan(p.y, p.x);
float broken_arcs = sin(radius * 32.0 - TIME * 0.75 + sin(angle * 5.0) * 0.6);
mask = smoothstep(0.65, 0.94, broken_arcs);
mask *= smoothstep(0.1, 0.35, radius) * (1.0 - smoothstep(0.65, 0.98, radius));
mask *= smoothstep(-0.3, 0.8, sin(angle * 3.0 + radius * 9.0));
}
ALBEDO = foam_color;
ROUGHNESS = 0.65;
ALPHA = mask * smoothstep(-0.45, 0.6, wash) * 0.48;
}