Unify foggy water presentation and remove shoreline ribbons
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parent
3576daba16
commit
405bdaa2d2
8 changed files with 209 additions and 10 deletions
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@ -330,6 +330,11 @@ func _validate_weather_presentation() -> void:
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"weather_fog_amount"
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)
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) > 0.99)
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assert(is_zero_approx(float(
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WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
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"weather_fog_near_amount"
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)
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)))
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var water_fog_color := (
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WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
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"weather_fog_color"
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@ -344,6 +349,11 @@ func _validate_weather_presentation() -> void:
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rendered_fog_color.a = 1.0
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rendered_fog_color = rendered_fog_color.linear_to_srgb()
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assert(water_fog_color.is_equal_approx(rendered_fog_color))
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assert(is_equal_approx(float(
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WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
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"surface_highlight_night_floor"
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)
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), WorldTimeVisualControllerType.DEFAULT_SURFACE_HIGHLIGHT_FLOOR))
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assert(runtime_environment.fog_depth_begin <= 4.01)
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assert(is_equal_approx(runtime_environment.fog_depth_end, 18.0))
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assert(is_equal_approx(runtime_environment.fog_sky_affect, 1.0))
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@ -394,6 +404,11 @@ func _validate_weather_presentation() -> void:
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"weather_fog_amount"
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)
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) > 0.99)
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assert(is_zero_approx(float(
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WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
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"weather_fog_near_amount"
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)
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)))
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var rainy_water_fog_color := (
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WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
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"weather_fog_color"
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@ -404,6 +419,11 @@ func _validate_weather_presentation() -> void:
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WorldTimeVisualControllerType.RAIN_WATER_FOG_COLOR
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)
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)
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assert(is_equal_approx(float(
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WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
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"surface_highlight_night_floor"
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)
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), WorldTimeVisualControllerType.DEFAULT_SURFACE_HIGHLIGHT_FLOOR))
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assert(is_equal_approx(runtime_environment.fog_sky_affect, 0.68))
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assert(
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float(runtime_sky_material.get_shader_parameter("cloud_coverage"))
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