Replace world shadows with player blob shadows
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0d17921d20
commit
308447d481
8 changed files with 117 additions and 4 deletions
13
player/materials/player_blob_shadow.gdshader
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13
player/materials/player_blob_shadow.gdshader
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shader_type spatial;
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render_mode blend_mix, depth_draw_never, cull_disabled, unshaded;
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uniform vec4 shadow_color : source_color = vec4(0.035, 0.105, 0.125, 0.18);
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uniform float inner_softness : hint_range(0.0, 0.8, 0.01) = 0.05;
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void fragment() {
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vec2 centered_uv = (UV - vec2(0.5)) * 2.0;
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float radial_distance = dot(centered_uv, centered_uv);
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float falloff = 1.0 - smoothstep(inner_softness, 1.0, radial_distance);
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ALBEDO = shadow_color.rgb;
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ALPHA = shadow_color.a * falloff;
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}
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1
player/materials/player_blob_shadow.gdshader.uid
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1
player/materials/player_blob_shadow.gdshader.uid
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uid://cd16fw0yye48e
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7
player/materials/player_blob_shadow.tres
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7
player/materials/player_blob_shadow.tres
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[gd_resource type="ShaderMaterial" load_steps=2 format=3]
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[ext_resource type="Shader" path="res://player/materials/player_blob_shadow.gdshader" id="1_shader"]
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[resource]
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render_priority = 1
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shader = ExtResource("1_shader")
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@ -1,4 +1,4 @@
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[gd_scene load_steps=18 format=3]
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[gd_scene load_steps=21 format=3]
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[ext_resource type="Script" path="res://player/player.gd" id="1_script"]
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[ext_resource type="Script" path="res://inventory/fish_inventory.gd" id="2_inventory"]
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@ -10,6 +10,8 @@
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[ext_resource type="Script" path="res://progression/player_fishing_upgrades.gd" id="8_upgrades"]
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[ext_resource type="Script" path="res://progression/player_item_effects.gd" id="9_effects"]
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[ext_resource type="Script" path="res://progression/player_cooler_capacity.gd" id="10_capacity"]
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[ext_resource type="Script" path="res://player/player_ground_shadow.gd" id="11_ground_shadow"]
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[ext_resource type="Material" path="res://player/materials/player_blob_shadow.tres" id="12_blob_shadow"]
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[sub_resource type="CapsuleShape3D" id="PlayerShape"]
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radius = 0.45
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@ -37,6 +39,10 @@ height = 1.2
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albedo_color = Color(0.22, 0.12, 0.06, 1)
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roughness = 0.8
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[sub_resource type="QuadMesh" id="GroundShadowMesh"]
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material = ExtResource("12_blob_shadow")
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size = Vector2(1.15, 0.72)
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[node name="Player" type="CharacterBody3D"]
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collision_layer = 2
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collision_mask = 1
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@ -49,6 +55,25 @@ shape = SubResource("PlayerShape")
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[node name="Visuals" type="Node3D" parent="."]
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unique_name_in_owner = true
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[node name="GroundShadow" type="Node3D" parent="."]
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script = ExtResource("11_ground_shadow")
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[node name="GroundProbe" type="RayCast3D" parent="GroundShadow"]
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unique_name_in_owner = true
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position = Vector3(0, 0.45, 0)
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target_position = Vector3(0, -4.5, 0)
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collision_mask = 9
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collide_with_areas = true
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[node name="GroundShadowPlacement" type="Node3D" parent="GroundShadow"]
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unique_name_in_owner = true
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[node name="GroundShadowVisual" type="MeshInstance3D" parent="GroundShadow/GroundShadowPlacement"]
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unique_name_in_owner = true
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rotation_degrees = Vector3(-90, 0, 0)
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cast_shadow = 0
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mesh = SubResource("GroundShadowMesh")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Visuals"]
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position = Vector3(0, 0.9, 0)
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mesh = SubResource("PlayerMesh")
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66
player/player_ground_shadow.gd
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66
player/player_ground_shadow.gd
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class_name PlayerGroundShadow
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extends Node3D
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@export_range(0.0, 0.1, 0.001) var surface_offset: float = 0.018
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@export_range(0.0, 0.5, 0.01) var full_opacity_height: float = 0.12
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@export_range(0.5, 4.0, 0.05) var fade_end_height: float = 2.0
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@export_range(1.0, 20.0, 0.5) var fade_speed: float = 10.0
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@export_range(0.25, 1.0, 0.01) var airborne_scale: float = 0.72
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@onready var _player := get_parent() as Player
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@onready var _ground_probe: RayCast3D = %GroundProbe
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@onready var _placement: Node3D = %GroundShadowPlacement
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@onready var _visual: MeshInstance3D = %GroundShadowVisual
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var _opacity: float = 0.0
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var _visual_scale: float = 1.0
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func _ready() -> void:
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_visual.visible = false
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func _physics_process(delta: float) -> void:
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_ground_probe.force_raycast_update()
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var target_opacity := 0.0
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var target_scale := airborne_scale
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var can_place := (
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_player != null
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and _player.is_remote_presentation_visible()
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and not _player.is_water_recovery_active()
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and _ground_probe.is_colliding()
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and not (_ground_probe.get_collider() is PlayerWaterTrigger)
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)
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if can_place:
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var hit_position: Vector3 = _ground_probe.get_collision_point()
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var hit_normal: Vector3 = _ground_probe.get_collision_normal().normalized()
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var height := maxf(global_position.y - hit_position.y, 0.0)
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var height_fade := 1.0 - smoothstep(
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full_opacity_height,
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fade_end_height,
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height,
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)
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target_opacity = height_fade
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target_scale = lerpf(airborne_scale, 1.0, height_fade)
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_place_on_surface(hit_position, hit_normal)
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_opacity = move_toward(_opacity, target_opacity, fade_speed * delta)
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_visual_scale = move_toward(
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_visual_scale,
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target_scale,
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fade_speed * 0.35 * delta,
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)
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_placement.scale = Vector3.ONE * _visual_scale
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_visual.visible = _opacity > 0.001
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_visual.transparency = 1.0 - _opacity
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func _place_on_surface(position: Vector3, normal: Vector3) -> void:
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var tangent := Vector3.RIGHT - normal * Vector3.RIGHT.dot(normal)
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if tangent.length_squared() < 0.001:
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tangent = Vector3.FORWARD - normal * Vector3.FORWARD.dot(normal)
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tangent = tangent.normalized()
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var bitangent := tangent.cross(normal).normalized()
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_placement.global_transform = Transform3D(
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Basis(tangent, normal, bitangent),
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position + normal * surface_offset,
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)
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1
player/player_ground_shadow.gd.uid
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1
player/player_ground_shadow.gd.uid
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@ -0,0 +1 @@
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uid://i8vkdcyckug3
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