Refine environment texture rendering

This commit is contained in:
Alexander Sellite 2026-08-04 22:34:52 -04:00
parent 2bcb4a3c93
commit 47a1990090
5 changed files with 55 additions and 22 deletions

View file

@ -1,9 +1,28 @@
[gd_resource type="Sky" load_steps=3 format=3 uid="uid://dersyay71dyat"]
[gd_resource type="Sky" format=3 uid="uid://dersyay71dyat"]
[ext_resource type="Shader" path="res://world/environment/netfishing_sky.gdshader" id="1_sky_shader"]
[ext_resource type="Shader" uid="uid://chbcdlhui3ro4" path="res://world/environment/netfishing_sky.gdshader" id="1_sky_shader"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_netfishing"]
shader = ExtResource("1_sky_shader")
shader_parameter/sky_top_color = Color(0.204, 0.498, 0.643, 1)
shader_parameter/sky_horizon_color = Color(0.663, 0.843, 0.847, 1)
shader_parameter/ground_bottom_color = Color(0.157, 0.361, 0.439, 1)
shader_parameter/ground_horizon_color = Color(0.549, 0.749, 0.765, 1)
shader_parameter/horizon_blend_width = 0.01
shader_parameter/sun_direction = Vector3(0, 1, 0)
shader_parameter/sun_color = Color(1, 0.86, 0.46, 1)
shader_parameter/sun_visibility = 1.0
shader_parameter/sun_radius = 0.055
shader_parameter/sun_edge_softness = 0.003
shader_parameter/sun_halo_radius = 0.14
shader_parameter/sun_halo_strength = 0.16
shader_parameter/moon_direction = Vector3(0, -1, 0)
shader_parameter/moon_color = Color(0.78, 0.88, 1, 1)
shader_parameter/moon_visibility = 0.0
shader_parameter/moon_radius = 0.045
shader_parameter/moon_edge_softness = 0.003
shader_parameter/moon_halo_radius = 0.11
shader_parameter/moon_halo_strength = 0.12
[resource]
sky_material = SubResource("ShaderMaterial_netfishing")

View file

@ -1,7 +1,7 @@
shader_type spatial;
render_mode cull_back;
uniform sampler2D albedo_texture : source_color, repeat_enable, filter_nearest_mipmap_anisotropic;
uniform sampler2D albedo_texture : source_color, repeat_enable, filter_nearest;
uniform vec4 albedo_tint : source_color = vec4(1.0);
uniform float tile_world_size : hint_range(0.1, 20.0, 0.05) = 2.5;
uniform float blend_sharpness : hint_range(1.0, 16.0, 0.25) = 6.0;