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
+7 -8
View File
@@ -2,9 +2,9 @@ shader_type spatial;
render_mode blend_mix, depth_prepass_alpha, cull_disabled, diffuse_burley, specular_schlick_ggx;
uniform float scroll_speed : hint_range(0.0, 4.0) = 1.35;
uniform vec3 shadow_color : source_color = vec3(0.075, 0.33, 0.34);
uniform vec3 water_color : source_color = vec3(0.31, 0.68, 0.64);
uniform vec3 light_color : source_color = vec3(0.78, 0.94, 0.83);
uniform vec3 shadow_color : source_color = vec3(0.11, 0.39, 0.54);
uniform vec3 water_color : source_color = vec3(0.39, 0.73, 0.82);
uniform vec3 light_color : source_color = vec3(0.85, 0.96, 0.94);
uniform vec3 foam_color : source_color = vec3(0.91, 0.97, 0.9);
@@ -22,17 +22,16 @@ void fragment() {
float soft_thread = sin(flow_uv.x * 13.0 - flow_uv.y * 7.0) * 0.5 + 0.5;
float falling_detail = sin(flow_uv.y * 27.0 + flow_uv.x * 7.0) * 0.5 + 0.5;
float thread = smoothstep(0.36, 0.9, long_thread * 0.6 + soft_thread * 0.4);
float broken_foam = smoothstep(0.72, 0.98, falling_detail * thread);
float broken_foam = smoothstep(0.61, 0.94, falling_detail * thread);
float base_foam = smoothstep(0.58, 1.0, UV.y);
float edge_fade = smoothstep(0.0, 0.08, UV.x) * smoothstep(1.0, 0.92, UV.x);
float edge_fade = smoothstep(0.0, 0.08, UV.x) * (1.0 - smoothstep(0.92, 1.0, UV.x));
vec3 color = mix(shadow_color, water_color, 0.5 + thread * 0.35);
color = mix(color, light_color, broken_foam * 0.5);
color = mix(color, light_color, thread * 0.35 + broken_foam * 0.35);
color = mix(color, foam_color, base_foam * (0.38 + broken_foam * 0.42));
ALBEDO = color;
ROUGHNESS = mix(0.16, 0.32, broken_foam);
SPECULAR = 0.65;
EMISSION = light_color * (broken_foam * 0.07 + base_foam * 0.04);
ALPHA = edge_fade * mix(0.62, 0.9, thread * 0.56 + base_foam * 0.3);
ALPHA = edge_fade * mix(0.76, 0.95, thread * 0.56 + base_foam * 0.3);
}