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>
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@@ -5,8 +5,8 @@ const TerrainHeightField = preload("res://game/domain/sites/terrain_height_field
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const TERRAIN_SHADER = preload("res://game/world/sites/seabed_terrain.gdshader")
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const TERRAIN_SHADER = preload("res://game/world/sites/seabed_terrain.gdshader")
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const TILE_CELLS := 64
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const TILE_CELLS := 64
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const VISIBILITY_RANGE_END_M := 260.0
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const VISIBILITY_RANGE_END_M := 420.0
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const VISIBILITY_RANGE_MARGIN_M := 40.0
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const VISIBILITY_RANGE_MARGIN_M := 60.0
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var _field: TerrainHeightField
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var _field: TerrainHeightField
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var _material: ShaderMaterial
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var _material: ShaderMaterial
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@@ -5,10 +5,10 @@
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[sub_resource type="Environment" id="EnvironmentUnderwater"]
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[sub_resource type="Environment" id="EnvironmentUnderwater"]
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background_mode = 1
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background_mode = 1
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background_color = Color(0.005, 0.045, 0.065, 1)
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background_color = Color(0.034, 0.12, 0.144, 1)
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ambient_light_source = 3
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ambient_light_source = 3
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ambient_light_color = Color(0.12, 0.32, 0.37, 1)
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ambient_light_color = Color(0.12, 0.32, 0.37, 1)
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ambient_light_energy = 0.42
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ambient_light_energy = 0.55
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glow_enabled = true
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glow_enabled = true
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glow_levels/1 = 1.0
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glow_levels/1 = 1.0
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glow_levels/2 = 1.0
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glow_levels/2 = 1.0
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@@ -20,11 +20,11 @@ glow_hdr_threshold = 1.0
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fog_enabled = true
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fog_enabled = true
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fog_light_color = Color(0.07, 0.25, 0.3, 1)
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fog_light_color = Color(0.07, 0.25, 0.3, 1)
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fog_light_energy = 0.48
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fog_light_energy = 0.48
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fog_density = 0.014
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fog_density = 0.006
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fog_height = -4.0
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fog_height = -4.0
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fog_height_density = 0.025
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fog_height_density = 0.025
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volumetric_fog_enabled = true
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volumetric_fog_enabled = true
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volumetric_fog_density = 0.025
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volumetric_fog_density = 0.01
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volumetric_fog_length = 72.0
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volumetric_fog_length = 72.0
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[node name="DiveSite" type="Node3D"]
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[node name="DiveSite" type="Node3D"]
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@@ -36,7 +36,7 @@ environment = SubResource("EnvironmentUnderwater")
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[node name="AmbientDirection" type="DirectionalLight3D" parent="."]
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[node name="AmbientDirection" type="DirectionalLight3D" parent="."]
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rotation_degrees = Vector3(-52, -24, 0)
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rotation_degrees = Vector3(-52, -24, 0)
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light_color = Color(0.39, 0.65, 0.7, 1)
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light_color = Color(0.39, 0.65, 0.7, 1)
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light_energy = 0.38
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light_energy = 0.75
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shadow_enabled = true
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shadow_enabled = true
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[node name="Terrain" type="StaticBody3D" parent="."]
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[node name="Terrain" type="StaticBody3D" parent="."]
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@@ -1,5 +1,5 @@
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shader_type spatial;
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shader_type spatial;
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render_mode cull_disabled, depth_draw_opaque;
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render_mode depth_draw_opaque;
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uniform vec3 sand_color : source_color = vec3(0.50, 0.46, 0.34);
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uniform vec3 sand_color : source_color = vec3(0.50, 0.46, 0.34);
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uniform vec3 rock_color : source_color = vec3(0.21, 0.20, 0.18);
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uniform vec3 rock_color : source_color = vec3(0.21, 0.20, 0.18);
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