Replace world shadows with player blob shadows

This commit is contained in:
Alexander Sellite 2026-07-31 14:00:19 -04:00
parent 0d17921d20
commit 308447d481
8 changed files with 117 additions and 4 deletions

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@ -0,0 +1,13 @@
shader_type spatial;
render_mode blend_mix, depth_draw_never, cull_disabled, unshaded;
uniform vec4 shadow_color : source_color = vec4(0.035, 0.105, 0.125, 0.18);
uniform float inner_softness : hint_range(0.0, 0.8, 0.01) = 0.05;
void fragment() {
vec2 centered_uv = (UV - vec2(0.5)) * 2.0;
float radial_distance = dot(centered_uv, centered_uv);
float falloff = 1.0 - smoothstep(inner_softness, 1.0, radial_distance);
ALBEDO = shadow_color.rgb;
ALPHA = shadow_color.a * falloff;
}

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uid://cd16fw0yye48e

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[gd_resource type="ShaderMaterial" load_steps=2 format=3]
[ext_resource type="Shader" path="res://player/materials/player_blob_shadow.gdshader" id="1_shader"]
[resource]
render_priority = 1
shader = ExtResource("1_shader")

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@ -1,4 +1,4 @@
[gd_scene load_steps=18 format=3]
[gd_scene load_steps=21 format=3]
[ext_resource type="Script" path="res://player/player.gd" id="1_script"]
[ext_resource type="Script" path="res://inventory/fish_inventory.gd" id="2_inventory"]
@ -10,6 +10,8 @@
[ext_resource type="Script" path="res://progression/player_fishing_upgrades.gd" id="8_upgrades"]
[ext_resource type="Script" path="res://progression/player_item_effects.gd" id="9_effects"]
[ext_resource type="Script" path="res://progression/player_cooler_capacity.gd" id="10_capacity"]
[ext_resource type="Script" path="res://player/player_ground_shadow.gd" id="11_ground_shadow"]
[ext_resource type="Material" path="res://player/materials/player_blob_shadow.tres" id="12_blob_shadow"]
[sub_resource type="CapsuleShape3D" id="PlayerShape"]
radius = 0.45
@ -37,6 +39,10 @@ height = 1.2
albedo_color = Color(0.22, 0.12, 0.06, 1)
roughness = 0.8
[sub_resource type="QuadMesh" id="GroundShadowMesh"]
material = ExtResource("12_blob_shadow")
size = Vector2(1.15, 0.72)
[node name="Player" type="CharacterBody3D"]
collision_layer = 2
collision_mask = 1
@ -49,6 +55,25 @@ shape = SubResource("PlayerShape")
[node name="Visuals" type="Node3D" parent="."]
unique_name_in_owner = true
[node name="GroundShadow" type="Node3D" parent="."]
script = ExtResource("11_ground_shadow")
[node name="GroundProbe" type="RayCast3D" parent="GroundShadow"]
unique_name_in_owner = true
position = Vector3(0, 0.45, 0)
target_position = Vector3(0, -4.5, 0)
collision_mask = 9
collide_with_areas = true
[node name="GroundShadowPlacement" type="Node3D" parent="GroundShadow"]
unique_name_in_owner = true
[node name="GroundShadowVisual" type="MeshInstance3D" parent="GroundShadow/GroundShadowPlacement"]
unique_name_in_owner = true
rotation_degrees = Vector3(-90, 0, 0)
cast_shadow = 0
mesh = SubResource("GroundShadowMesh")
[node name="MeshInstance3D" type="MeshInstance3D" parent="Visuals"]
position = Vector3(0, 0.9, 0)
mesh = SubResource("PlayerMesh")

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class_name PlayerGroundShadow
extends Node3D
@export_range(0.0, 0.1, 0.001) var surface_offset: float = 0.018
@export_range(0.0, 0.5, 0.01) var full_opacity_height: float = 0.12
@export_range(0.5, 4.0, 0.05) var fade_end_height: float = 2.0
@export_range(1.0, 20.0, 0.5) var fade_speed: float = 10.0
@export_range(0.25, 1.0, 0.01) var airborne_scale: float = 0.72
@onready var _player := get_parent() as Player
@onready var _ground_probe: RayCast3D = %GroundProbe
@onready var _placement: Node3D = %GroundShadowPlacement
@onready var _visual: MeshInstance3D = %GroundShadowVisual
var _opacity: float = 0.0
var _visual_scale: float = 1.0
func _ready() -> void:
_visual.visible = false
func _physics_process(delta: float) -> void:
_ground_probe.force_raycast_update()
var target_opacity := 0.0
var target_scale := airborne_scale
var can_place := (
_player != null
and _player.is_remote_presentation_visible()
and not _player.is_water_recovery_active()
and _ground_probe.is_colliding()
and not (_ground_probe.get_collider() is PlayerWaterTrigger)
)
if can_place:
var hit_position: Vector3 = _ground_probe.get_collision_point()
var hit_normal: Vector3 = _ground_probe.get_collision_normal().normalized()
var height := maxf(global_position.y - hit_position.y, 0.0)
var height_fade := 1.0 - smoothstep(
full_opacity_height,
fade_end_height,
height,
)
target_opacity = height_fade
target_scale = lerpf(airborne_scale, 1.0, height_fade)
_place_on_surface(hit_position, hit_normal)
_opacity = move_toward(_opacity, target_opacity, fade_speed * delta)
_visual_scale = move_toward(
_visual_scale,
target_scale,
fade_speed * 0.35 * delta,
)
_placement.scale = Vector3.ONE * _visual_scale
_visual.visible = _opacity > 0.001
_visual.transparency = 1.0 - _opacity
func _place_on_surface(position: Vector3, normal: Vector3) -> void:
var tangent := Vector3.RIGHT - normal * Vector3.RIGHT.dot(normal)
if tangent.length_squared() < 0.001:
tangent = Vector3.FORWARD - normal * Vector3.FORWARD.dot(normal)
tangent = tangent.normalized()
var bitangent := tangent.cross(normal).normalized()
_placement.global_transform = Transform3D(
Basis(tangent, normal, bitangent),
position + normal * surface_offset,
)

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uid://i8vkdcyckug3