feat(world): open up the dive site fog and match the horizon colour

Lighter fog and volumetric fog, brighter key and ambient light, terrain
tiles visible to 420 m (60 m fade), and a background colour equal to
the fog colour times its energy so culled tiles never read as a dark
band. The seabed shader culls back faces again now that the tiles are
wound front-face up.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
OlivierandClaude Opus 5.5 committed 2026-10-06 20:57:22 +02:00
1 parent dbd207ef1b
commit 4470450dfd
3 files changed
+8 -8

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@@ -5,10 +5,10 @@
[sub_resource type="Environment" id="EnvironmentUnderwater"]
background_mode = 1
background_color = Color(0.005, 0.045, 0.065, 1)
background_color = Color(0.034, 0.12, 0.144, 1)
ambient_light_source = 3
ambient_light_color = Color(0.12, 0.32, 0.37, 1)
ambient_light_energy = 0.42
ambient_light_energy = 0.55
glow_enabled = true
glow_levels/1 = 1.0
glow_levels/2 = 1.0
@@ -20,11 +20,11 @@ glow_hdr_threshold = 1.0
fog_enabled = true
fog_light_color = Color(0.07, 0.25, 0.3, 1)
fog_light_energy = 0.48
fog_density = 0.014
fog_density = 0.006
fog_height = -4.0
fog_height_density = 0.025
volumetric_fog_enabled = true
volumetric_fog_density = 0.025
volumetric_fog_density = 0.01
volumetric_fog_length = 72.0
[node name="DiveSite" type="Node3D"]
@@ -36,7 +36,7 @@ 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 = 0.38
light_energy = 0.75
shadow_enabled = true
[node name="Terrain" type="StaticBody3D" parent="."]