feat(world): world-space marine snow around the viewer
Quality Gate / Quality Gate (pull_request) Failing after 3m10s

A GPUParticles3D emitter in the dive site re-centres on the active camera
every frame and restarts after a jump, so flakes keep their own slow sink
and drift while the submarine moves through them. Soft additive billboard
discs dimmed by the water column and faded over their life replace the
sphere volume that was attached to the submarine and turned with it.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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OlivierandClaude Fable 5.1 committed 2026-10-07 09:25:02 +02:00
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class_name MarineSnow
extends GPUParticles3D
## Suspended particles (marine snow, sediment) around the viewer. The emitter is a
## world-space box re-centred on the active camera every frame, so flakes keep their
## own slow drift while the submarine moves through them instead of travelling with
## it. Sinks a few centimetres per second with a little turbulence, as detritus does.
const BOX_EXTENTS_M := Vector3(16.0, 10.0, 16.0)
const PARTICLE_COUNT := 2400
const LIFETIME_S := 16.0
const SINK_SPEED_M_S := 0.035
const DRIFT_SPEED_M_S := 0.06
const FLAKE_SIZE_M := Vector2(0.05, 0.16)
const SNOW_SHADER = preload("res://game/world/sites/marine_snow.gdshader")
func _ready() -> void:
local_coords = false
amount = PARTICLE_COUNT
lifetime = LIFETIME_S
preprocess = LIFETIME_S
fixed_fps = 30
visibility_aabb = AABB(-BOX_EXTENTS_M * 1.5, BOX_EXTENTS_M * 3.0)
process_material = _process_material()
var quad := QuadMesh.new()
quad.size = Vector2.ONE
var material := ShaderMaterial.new()
material.shader = SNOW_SHADER
quad.material = material
draw_pass_1 = quad
emitting = true
## A jump larger than the box (spawn, teleport, first camera) would leave the viewer in
## empty water for a whole lifetime: the emitter restarts and preprocesses in place.
func _process(_delta: float) -> void:
var camera := get_viewport().get_camera_3d() if is_inside_tree() else null
if camera == null:
return
var jumped := global_position.distance_to(camera.global_position) > BOX_EXTENTS_M.y
global_position = camera.global_position
if jumped:
restart()
func _process_material() -> ParticleProcessMaterial:
var material := ParticleProcessMaterial.new()
material.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_BOX
material.emission_box_extents = BOX_EXTENTS_M
material.direction = Vector3(1.0, 0.0, 0.3)
material.spread = 180.0
material.initial_velocity_min = DRIFT_SPEED_M_S * 0.3
material.initial_velocity_max = DRIFT_SPEED_M_S
material.gravity = Vector3(0.0, -SINK_SPEED_M_S, 0.0)
material.turbulence_enabled = true
material.turbulence_noise_strength = 0.4
material.turbulence_noise_scale = 6.0
material.turbulence_noise_speed_random = 0.2
material.turbulence_influence_min = 0.02
material.turbulence_influence_max = 0.06
material.scale_min = FLAKE_SIZE_M.x
material.scale_max = FLAKE_SIZE_M.y
# Fade in and out through alpha so flakes never pop at the box edge or at respawn.
var alpha := Gradient.new()
alpha.set_offset(0, 0.0)
alpha.set_color(0, Color(1.0, 1.0, 1.0, 0.0))
alpha.add_point(0.15, Color(1.0, 1.0, 1.0, 1.0))
alpha.add_point(0.85, Color(1.0, 1.0, 1.0, 1.0))
alpha.set_offset(alpha.get_point_count() - 1, 1.0)
alpha.set_color(alpha.get_point_count() - 1, Color(1.0, 1.0, 1.0, 0.0))
var ramp := GradientTexture1D.new()
ramp.gradient = alpha
material.color_ramp = ramp
return material