Unify foggy water presentation and remove shoreline ribbons

This commit is contained in:
Alexander Sellite 2026-08-13 16:25:43 -04:00
parent 3576daba16
commit 405bdaa2d2
8 changed files with 209 additions and 10 deletions

View file

@ -330,6 +330,11 @@ func _validate_weather_presentation() -> void:
"weather_fog_amount"
)
) > 0.99)
assert(is_zero_approx(float(
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
"weather_fog_near_amount"
)
)))
var water_fog_color := (
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
"weather_fog_color"
@ -344,6 +349,11 @@ func _validate_weather_presentation() -> void:
rendered_fog_color.a = 1.0
rendered_fog_color = rendered_fog_color.linear_to_srgb()
assert(water_fog_color.is_equal_approx(rendered_fog_color))
assert(is_equal_approx(float(
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
"surface_highlight_night_floor"
)
), WorldTimeVisualControllerType.DEFAULT_SURFACE_HIGHLIGHT_FLOOR))
assert(runtime_environment.fog_depth_begin <= 4.01)
assert(is_equal_approx(runtime_environment.fog_depth_end, 18.0))
assert(is_equal_approx(runtime_environment.fog_sky_affect, 1.0))
@ -394,6 +404,11 @@ func _validate_weather_presentation() -> void:
"weather_fog_amount"
)
) > 0.99)
assert(is_zero_approx(float(
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
"weather_fog_near_amount"
)
)))
var rainy_water_fog_color := (
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
"weather_fog_color"
@ -404,6 +419,11 @@ func _validate_weather_presentation() -> void:
WorldTimeVisualControllerType.RAIN_WATER_FOG_COLOR
)
)
assert(is_equal_approx(float(
WorldTimeVisualControllerType.SALT_WATER_MATERIAL.get_shader_parameter(
"surface_highlight_night_floor"
)
), WorldTimeVisualControllerType.DEFAULT_SURFACE_HIGHLIGHT_FLOOR))
assert(is_equal_approx(runtime_environment.fog_sky_affect, 0.68))
assert(
float(runtime_sky_material.get_shader_parameter("cloud_coverage"))