Polish world, shop, and artwork presentation
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94 changed files with 1771 additions and 579 deletions
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@ -49,9 +49,6 @@ uniform float shoreline_base_fill : hint_range(0.0, 1.0, 0.01) = 0.32;
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uniform float shoreline_opacity_boost : hint_range(0.0, 0.5, 0.01) = 0.26;
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uniform float surface_highlight_night_floor : hint_range(0.0, 1.0, 0.01) = 0.72;
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uniform float shoreline_minimum_reach : hint_range(0.1, 1.0, 0.01) = 0.48;
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uniform float shoreline_crest_width : hint_range(0.02, 0.5, 0.01) = 0.13;
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uniform float shoreline_trail_spacing : hint_range(0.05, 0.8, 0.01) = 0.28;
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uniform float shoreline_trail_strength : hint_range(0.0, 1.0, 0.01) = 0.55;
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uniform float distant_alpha_start : hint_range(10.0, 2000.0, 1.0) = 260.0;
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uniform float distant_alpha_end : hint_range(20.0, 5000.0, 1.0) = 1400.0;
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@ -486,25 +483,6 @@ void fragment() {
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water_depth
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);
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shoreline_mask *= shoreline_depth_visibility;
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float shoreline_lead_depth = animated_shoreline_depth * 0.82;
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float shoreline_lead_crest = 1.0 - smoothstep(
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shoreline_crest_width * 0.25,
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shoreline_crest_width,
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abs(contour_depth - shoreline_lead_depth)
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);
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float shoreline_trail_depth = max(
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shoreline_lead_depth - shoreline_trail_spacing,
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shoreline_crest_width
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);
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float shoreline_trail_crest = 1.0 - smoothstep(
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shoreline_crest_width * 0.40,
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shoreline_crest_width * 1.45,
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abs(contour_depth - shoreline_trail_depth)
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);
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shoreline_lead_crest *= shoreline_depth_visibility;
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shoreline_trail_crest *= (
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shoreline_depth_visibility * shoreline_trail_strength
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);
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float shoreline_marks = max(
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blocky_mark_layer(
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world_position.xz * shoreline_mark_density
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@ -524,17 +502,14 @@ void fragment() {
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1.0,
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shoreline_marks
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);
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float moving_crests = max(
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shoreline_lead_crest,
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shoreline_trail_crest
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) * mix(0.68, 1.0, shoreline_marks);
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shoreline_foam = max(shoreline_foam, moving_crests);
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shoreline_foam *= shoreline_proximity;
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water_alpha = min(
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water_alpha + shoreline_foam * shoreline_opacity_boost,
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0.98
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);
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water_alpha *= contact_stability;
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// Preserve most of the water layer at exact terrain contact. Fully fading
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// it exposed the sand texture as a broken tan seam along the water plane.
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water_alpha *= mix(0.82, 1.0, contact_stability);
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float surface_mottle = value_noise(
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world_position.xz * surface_mottle_scale
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@ -47,9 +47,6 @@ shader_parameter/shoreline_base_fill = 0.58
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shader_parameter/shoreline_opacity_boost = 0.38
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shader_parameter/surface_highlight_night_floor = 0.72
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shader_parameter/shoreline_minimum_reach = 0.22
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shader_parameter/shoreline_crest_width = 0.08
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shader_parameter/shoreline_trail_spacing = 0.13
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shader_parameter/shoreline_trail_strength = 0.55
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shader_parameter/distant_alpha_start = 260.0
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shader_parameter/distant_alpha_end = 1400.0
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shader_parameter/environment_tint = Color(1, 1, 1, 1)
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@ -47,9 +47,6 @@ shader_parameter/shoreline_base_fill = 0.58
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shader_parameter/shoreline_opacity_boost = 0.38
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shader_parameter/surface_highlight_night_floor = 0.72
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shader_parameter/shoreline_minimum_reach = 0.22
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shader_parameter/shoreline_crest_width = 0.08
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shader_parameter/shoreline_trail_spacing = 0.13
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shader_parameter/shoreline_trail_strength = 0.55
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shader_parameter/distant_alpha_start = 260.0
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shader_parameter/distant_alpha_end = 1400.0
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shader_parameter/environment_tint = Color(1, 1, 1, 1)
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