Polish world, shop, and artwork presentation

This commit is contained in:
Alexander Sellite 2026-08-13 14:53:39 -04:00
parent 7d38bc962b
commit 117fdbfdaa
94 changed files with 1771 additions and 579 deletions

View file

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

View file

@ -47,9 +47,6 @@ shader_parameter/shoreline_base_fill = 0.58
shader_parameter/shoreline_opacity_boost = 0.38
shader_parameter/surface_highlight_night_floor = 0.72
shader_parameter/shoreline_minimum_reach = 0.22
shader_parameter/shoreline_crest_width = 0.08
shader_parameter/shoreline_trail_spacing = 0.13
shader_parameter/shoreline_trail_strength = 0.55
shader_parameter/distant_alpha_start = 260.0
shader_parameter/distant_alpha_end = 1400.0
shader_parameter/environment_tint = Color(1, 1, 1, 1)

View file

@ -47,9 +47,6 @@ shader_parameter/shoreline_base_fill = 0.58
shader_parameter/shoreline_opacity_boost = 0.38
shader_parameter/surface_highlight_night_floor = 0.72
shader_parameter/shoreline_minimum_reach = 0.22
shader_parameter/shoreline_crest_width = 0.08
shader_parameter/shoreline_trail_spacing = 0.13
shader_parameter/shoreline_trail_strength = 0.55
shader_parameter/distant_alpha_start = 260.0
shader_parameter/distant_alpha_end = 1400.0
shader_parameter/environment_tint = Color(1, 1, 1, 1)