feat(world): underwater sky ambient, soft shadows and SSAO for the dive site
The environment declared the sky as its ambient source without a sky, so shadowed faces received no ambient light. A procedural underwater sky now feeds ambient and reflections; the directional light is steeper and stronger with 70 % soft shadows; SSAO, filmic tonemapping, aerial perspective and tinted volumetric fog complete the pass. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
No files matched your search
|
Before Width: | Height: | Size: 268 KiB After Width: | Height: | Size: 547 KiB |
|
Before Width: | Height: | Size: 296 KiB After Width: | Height: | Size: 599 KiB |
|
Before Width: | Height: | Size: 377 KiB After Width: | Height: | Size: 610 KiB |
|
Before Width: | Height: | Size: 239 KiB After Width: | Height: | Size: 507 KiB |
|
Before Width: | Height: | Size: 206 KiB After Width: | Height: | Size: 449 KiB |
|
Before Width: | Height: | Size: 131 KiB After Width: | Height: | Size: 360 KiB |
@@ -250,6 +250,13 @@ de contacts existant les sépare du fond.
|
||||
du tombant, têtes de corail sur les patch reefs, rien d'animé.
|
||||
- Brouillard, lumière directionnelle et particules de la scène de test
|
||||
actuelle sont conservés et réglés par site.
|
||||
- Passe lumière du 2026-10-06 (`dive_site.tscn`) : l'ambiance vient d'un ciel
|
||||
procédural sous-marin (haut turquoise, horizon aligné sur le brouillard, bas
|
||||
presque noir), ce qui éclaire les faces à l'ombre ; la source d'ambiance
|
||||
« ciel » était déclarée sans ciel, d'où les ombres noires. Directionnelle
|
||||
plus haute et plus forte (62°, 1,35) avec ombres douces à 70 % d'opacité,
|
||||
SSAO pour l'occlusion à l'échelle du maillage, tonemap filmique, perspective
|
||||
aérienne et albédo du brouillard volumétrique teintés.
|
||||
|
||||
**État du 2026-10-06 (demande d'Olivier)** : le shader mélange sable et roche
|
||||
par la pente à partir de 20° (sable sous 20°, roche au-dessus de 40°, fondu
|
||||
|
||||
@@ -1,31 +1,69 @@
|
||||
[gd_scene load_steps=4 format=3]
|
||||
[gd_scene load_steps=6 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://game/world/sites/dive_site.gd" id="1_site"]
|
||||
[ext_resource type="Script" path="res://game/world/sites/bathymetric_terrain_actor.gd" id="2_terrain"]
|
||||
|
||||
[sub_resource type="ProceduralSkyMaterial" id="SkyUnderwater"]
|
||||
sky_top_color = Color(0.3, 0.62, 0.64, 1)
|
||||
sky_horizon_color = Color(0.13, 0.36, 0.41, 1)
|
||||
sky_curve = 0.2
|
||||
sky_energy_multiplier = 1.0
|
||||
ground_horizon_color = Color(0.11, 0.3, 0.35, 1)
|
||||
ground_bottom_color = Color(0.015, 0.05, 0.07, 1)
|
||||
ground_curve = 0.1
|
||||
ground_energy_multiplier = 0.6
|
||||
sun_angle_max = 40.0
|
||||
sun_curve = 0.3
|
||||
use_debanding = true
|
||||
|
||||
[sub_resource type="Sky" id="SkyResource"]
|
||||
sky_material = SubResource("SkyUnderwater")
|
||||
process_mode = 2
|
||||
radiance_size = 2
|
||||
|
||||
[sub_resource type="Environment" id="EnvironmentUnderwater"]
|
||||
background_mode = 1
|
||||
background_color = Color(0.034, 0.12, 0.144, 1)
|
||||
background_mode = 2
|
||||
sky = SubResource("SkyResource")
|
||||
ambient_light_source = 3
|
||||
ambient_light_color = Color(0.12, 0.32, 0.37, 1)
|
||||
ambient_light_energy = 0.55
|
||||
ambient_light_sky_contribution = 1.0
|
||||
ambient_light_energy = 1.0
|
||||
reflected_light_source = 1
|
||||
tonemap_mode = 2
|
||||
tonemap_exposure = 1.15
|
||||
tonemap_white = 4.0
|
||||
ssao_enabled = true
|
||||
ssao_radius = 2.5
|
||||
ssao_intensity = 2.2
|
||||
ssao_power = 1.6
|
||||
ssao_detail = 0.6
|
||||
ssao_horizon = 0.08
|
||||
ssao_light_affect = 0.25
|
||||
ssao_ao_channel_affect = 0.4
|
||||
glow_enabled = true
|
||||
glow_levels/1 = 1.0
|
||||
glow_levels/2 = 1.0
|
||||
glow_levels/3 = 0.6
|
||||
glow_levels/4 = 0.2
|
||||
glow_intensity = 1.0
|
||||
glow_intensity = 0.8
|
||||
glow_blend_mode = 0
|
||||
glow_hdr_threshold = 1.0
|
||||
glow_hdr_threshold = 1.2
|
||||
fog_enabled = true
|
||||
fog_light_color = Color(0.07, 0.25, 0.3, 1)
|
||||
fog_light_energy = 0.48
|
||||
fog_light_color = Color(0.1, 0.3, 0.35, 1)
|
||||
fog_light_energy = 0.52
|
||||
fog_sun_scatter = 0.15
|
||||
fog_density = 0.006
|
||||
fog_aerial_perspective = 0.5
|
||||
fog_height = -4.0
|
||||
fog_height_density = 0.025
|
||||
volumetric_fog_enabled = true
|
||||
volumetric_fog_density = 0.01
|
||||
volumetric_fog_albedo = Color(0.6, 0.85, 0.9, 1)
|
||||
volumetric_fog_anisotropy = 0.45
|
||||
volumetric_fog_length = 72.0
|
||||
volumetric_fog_ambient_inject = 0.5
|
||||
adjustment_enabled = true
|
||||
adjustment_contrast = 1.06
|
||||
adjustment_saturation = 1.08
|
||||
|
||||
[node name="DiveSite" type="Node3D"]
|
||||
script = ExtResource("1_site")
|
||||
@@ -34,10 +72,15 @@ script = ExtResource("1_site")
|
||||
environment = SubResource("EnvironmentUnderwater")
|
||||
|
||||
[node name="AmbientDirection" type="DirectionalLight3D" parent="."]
|
||||
rotation_degrees = Vector3(-52, -24, 0)
|
||||
light_color = Color(0.39, 0.65, 0.7, 1)
|
||||
light_energy = 0.75
|
||||
rotation_degrees = Vector3(-62, -28, 0)
|
||||
light_color = Color(0.56, 0.8, 0.82, 1)
|
||||
light_energy = 1.35
|
||||
light_angular_distance = 3.0
|
||||
shadow_enabled = true
|
||||
shadow_opacity = 0.7
|
||||
shadow_blur = 2.0
|
||||
directional_shadow_max_distance = 160.0
|
||||
directional_shadow_fade_start = 0.75
|
||||
|
||||
[node name="Terrain" type="StaticBody3D" parent="."]
|
||||
unique_name_in_owner = true
|
||||
|
||||