Revamp underwater title presentation
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e560cc0b3e
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22 changed files with 1341 additions and 63 deletions
95
ui/title_water_background.gdshader
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95
ui/title_water_background.gdshader
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shader_type canvas_item;
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uniform vec4 surface_color : source_color = vec4(0.10, 0.45, 0.62, 1.0);
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uniform vec4 middle_color : source_color = vec4(0.055, 0.285, 0.40, 1.0);
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uniform vec4 depth_color : source_color = vec4(0.02, 0.16, 0.27, 1.0);
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uniform vec2 virtual_pixel_density = vec2(320.0, 180.0);
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uniform float color_step_count : hint_range(2.0, 16.0, 1.0) = 14.0;
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uniform float continuous_depth_blend : hint_range(0.0, 0.25, 0.01) = 0.12;
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uniform float wave_speed : hint_range(0.0, 0.5, 0.01) = 0.10;
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uniform float wave_scale : hint_range(0.5, 8.0, 0.1) = 2.4;
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uniform float wave_strength : hint_range(0.0, 0.05, 0.001) = 0.012;
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uniform float caustic_strength : hint_range(0.0, 0.08, 0.001) = 0.018;
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void fragment() {
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vec2 grid_size = max(virtual_pixel_density, vec2(1.0));
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vec2 pixel_uv = (floor(UV * grid_size) + vec2(0.5)) / grid_size;
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float motion = TIME * wave_speed;
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float broad_wave = sin(
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pixel_uv.x * wave_scale + motion
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);
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float secondary_wave = sin(
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pixel_uv.x * 1.1 + pixel_uv.y * 1.6 - motion * 0.65
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);
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float movement_falloff = 1.0 - pixel_uv.y * 0.75;
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float depth_displacement = (
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(broad_wave * 0.65 + secondary_wave * 0.35)
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* wave_strength
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* movement_falloff
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);
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float continuous_depth = clamp(
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pixel_uv.y
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+ depth_displacement,
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0.0,
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1.0
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);
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float depth_steps = max(2.0, floor(color_step_count));
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float band_index = floor(
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continuous_depth * (depth_steps - 1.0) + 0.5
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);
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float band_depth = band_index / (depth_steps - 1.0);
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float display_depth = mix(
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band_depth,
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continuous_depth,
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clamp(continuous_depth_blend, 0.0, 0.25)
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);
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vec3 water_color;
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if (display_depth < 0.5) {
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water_color = mix(
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surface_color.rgb,
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middle_color.rgb,
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display_depth * 2.0
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);
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} else {
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water_color = mix(
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middle_color.rgb,
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depth_color.rgb,
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(display_depth - 0.5) * 2.0
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);
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}
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float caustic_wave = clamp(
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(
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sin(
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pixel_uv.x * 4.0
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+ pixel_uv.y * 1.2
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+ motion * 0.7
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)
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* sin(
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pixel_uv.x * 1.7
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- pixel_uv.y * 2.2
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- motion * 0.55
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)
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- 0.25
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) / 0.75,
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0.0,
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1.0
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);
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float caustic_level = floor(
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caustic_wave * 3.0
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) / 3.0;
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float upper_water_mask = 1.0 - smoothstep(
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0.18,
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0.34,
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pixel_uv.y
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);
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water_color += (
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vec3(0.05, 0.12, 0.14)
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* caustic_level
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* upper_water_mask
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* caustic_strength
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);
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COLOR = vec4(clamp(water_color, vec3(0.0), vec3(1.0)), 1.0);
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}
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