Add weather presentation and gameplay UI improvements

This commit is contained in:
Alexander Sellite 2026-08-13 01:31:05 -04:00
parent db6074ddfa
commit 51fa6535b6
28 changed files with 1067 additions and 61 deletions

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shader_type spatial;
render_mode blend_mix, depth_prepass_alpha, cull_disabled, unshaded, fog_disabled, shadows_disabled;
uniform vec4 cloud_color : source_color = vec4(0.07, 0.10, 0.12, 1.0);
uniform float weather_opacity : hint_range(0.0, 1.0, 0.01) = 0.0;
uniform float maximum_opacity : hint_range(0.0, 1.0, 0.01) = 0.5;
uniform float distance_fade_start : hint_range(50.0, 500.0, 1.0) = 240.0;
uniform float distance_fade_end : hint_range(50.0, 500.0, 1.0) = 300.0;
varying float world_normal_height;
varying float camera_distance;
void vertex() {
world_normal_height = normalize(MODEL_NORMAL_MATRIX * NORMAL).y;
vec3 world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
camera_distance = distance(
world_position.xz,
CAMERA_POSITION_WORLD.xz
);
}
void fragment() {
float facet_light = mix(
0.68,
1.06,
clamp(world_normal_height * 0.5 + 0.5, 0.0, 1.0)
);
ALBEDO = cloud_color.rgb * facet_light;
float distance_fade = 1.0 - smoothstep(
distance_fade_start,
distance_fade_end,
camera_distance
);
ALPHA = weather_opacity * maximum_opacity * distance_fade * cloud_color.a;
}

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uid://c20wlon7hc48g

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class_name LocalStormCloudLayer
extends Node3D
const CLOUD_SHADER: Shader = preload(
"res://world/environment/local_storm_cloud.gdshader"
)
const MIN_CLOUD_ALTITUDE: float = 15.0
const MAX_CLOUD_ALTITUDE: float = 23.0
const GRID_AXIS_COUNT: int = 9
const GRID_SPACING: float = 70.0
const FIELD_HALF_EXTENT: float = GRID_AXIS_COUNT * GRID_SPACING * 0.5
const DISTANCE_FADE_START: float = 240.0
const DISTANCE_FADE_END: float = 300.0
const WRAP_RADIUS: float = FIELD_HALF_EXTENT
const MAXIMUM_OPACITY: float = 1.0
const BASE_VELOCITY := Vector2(0.825, -0.45)
const BODY_OUTLINE: Array[Vector2] = [
Vector2(-6.9, -0.8),
Vector2(-6.6, -2.0),
Vector2(-5.7, -3.0),
Vector2(-4.5, -3.5),
Vector2(-3.0, -3.7),
Vector2(-1.8, -4.2),
Vector2(-0.5, -4.3),
Vector2(0.7, -4.0),
Vector2(2.0, -4.1),
Vector2(3.0, -3.5),
Vector2(4.6, -3.3),
Vector2(5.8, -2.5),
Vector2(6.6, -1.5),
Vector2(7.0, -0.2),
Vector2(6.8, 1.0),
Vector2(6.1, 1.9),
Vector2(6.0, 2.9),
Vector2(5.1, 3.7),
Vector2(3.8, 4.0),
Vector2(2.7, 4.7),
Vector2(1.4, 4.9),
Vector2(0.2, 5.3),
Vector2(-1.2, 5.0),
Vector2(-2.1, 4.4),
Vector2(-3.6, 4.2),
Vector2(-4.9, 3.5),
Vector2(-5.4, 2.5),
Vector2(-6.3, 1.7),
Vector2(-6.8, 0.6),
]
var _target: Node3D
var _material: ShaderMaterial
var _multimesh: MultiMesh
var _cloud_mesh: MultiMeshInstance3D
var _drift_offset := Vector2.ZERO
var _storm_amount: float = 0.0
func setup(target: Node3D) -> void:
_target = target
_build_cloud_field()
_update_cloud_transforms()
set_process(true)
func set_storm_amount(amount: float, color: Color) -> void:
_storm_amount = clampf(amount, 0.0, 1.0)
var should_be_visible: bool = _storm_amount > 0.001
if should_be_visible and not visible:
_update_cloud_transforms()
visible = should_be_visible
if _material == null:
return
_material.set_shader_parameter("weather_opacity", _storm_amount)
_material.set_shader_parameter("cloud_color", color)
func get_storm_amount() -> float:
return _storm_amount
func get_patch_count() -> int:
return GRID_AXIS_COUNT * GRID_AXIS_COUNT
func _process(delta: float) -> void:
if not visible or _target == null or not is_instance_valid(_target):
return
_drift_offset += BASE_VELOCITY * delta
_drift_offset = Vector2(
_wrap_axis(_drift_offset.x),
_wrap_axis(_drift_offset.y),
)
_update_cloud_transforms()
func _build_cloud_field() -> void:
_material = ShaderMaterial.new()
_material.shader = CLOUD_SHADER
_material.set_shader_parameter("weather_opacity", 0.0)
_material.set_shader_parameter("maximum_opacity", MAXIMUM_OPACITY)
_material.set_shader_parameter("distance_fade_start", DISTANCE_FADE_START)
_material.set_shader_parameter("distance_fade_end", DISTANCE_FADE_END)
var cloud_body_mesh: ArrayMesh = _build_cloud_body_mesh()
cloud_body_mesh.surface_set_material(0, _material)
_multimesh = MultiMesh.new()
_multimesh.transform_format = MultiMesh.TRANSFORM_3D
_multimesh.mesh = cloud_body_mesh
_multimesh.instance_count = get_patch_count()
_multimesh.custom_aabb = AABB(
Vector3(
-FIELD_HALF_EXTENT - 60.0,
MIN_CLOUD_ALTITUDE - 5.0,
-FIELD_HALF_EXTENT - 60.0,
),
Vector3(
(FIELD_HALF_EXTENT + 60.0) * 2.0,
MAX_CLOUD_ALTITUDE - MIN_CLOUD_ALTITUDE + 10.0,
(FIELD_HALF_EXTENT + 60.0) * 2.0,
),
)
_cloud_mesh = MultiMeshInstance3D.new()
_cloud_mesh.name = "CloudField"
_cloud_mesh.multimesh = _multimesh
_cloud_mesh.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
add_child(_cloud_mesh)
visible = false
func _build_cloud_body_mesh() -> ArrayMesh:
var outline := PackedVector2Array(BODY_OUTLINE)
var surface_tool := SurfaceTool.new()
surface_tool.begin(Mesh.PRIMITIVE_TRIANGLES)
var face_indices: PackedInt32Array = Geometry2D.triangulate_polygon(
outline
)
for triangle_offset: int in range(0, face_indices.size(), 3):
var point_a: Vector2 = outline[face_indices[triangle_offset]]
var point_b: Vector2 = outline[face_indices[triangle_offset + 1]]
var point_c: Vector2 = outline[face_indices[triangle_offset + 2]]
_add_oriented_triangle(
surface_tool,
_to_cloud_vertex(point_a),
_to_cloud_vertex(point_b),
_to_cloud_vertex(point_c),
Vector3.DOWN,
)
surface_tool.index()
return surface_tool.commit()
func _to_cloud_vertex(point: Vector2) -> Vector3:
return Vector3(point.x, 0.0, point.y)
func _add_oriented_triangle(
surface_tool: SurfaceTool,
point_a: Vector3,
point_b: Vector3,
point_c: Vector3,
expected_normal: Vector3,
) -> void:
if (point_b - point_a).cross(point_c - point_a).dot(expected_normal) < 0.0:
var swap: Vector3 = point_b
point_b = point_c
point_c = swap
for point: Vector3 in [point_a, point_b, point_c]:
surface_tool.set_normal(expected_normal)
surface_tool.add_vertex(point)
func _update_cloud_transforms() -> void:
if _target == null or _multimesh == null:
return
global_position = _target.global_position
var target_xz := Vector2(
_target.global_position.x,
_target.global_position.z,
)
var grid_center: float = float(GRID_AXIS_COUNT - 1) * 0.5
var instance_index: int = 0
for grid_z: int in GRID_AXIS_COUNT:
for grid_x: int in GRID_AXIS_COUNT:
var patch_index: int = grid_z * GRID_AXIS_COUNT + grid_x
var world_offset := Vector2(
(float(grid_x) - grid_center) * GRID_SPACING,
(float(grid_z) - grid_center) * GRID_SPACING,
) + _drift_offset
var relative := Vector2(
_wrap_axis(world_offset.x - target_xz.x),
_wrap_axis(world_offset.y - target_xz.y),
)
var altitude: float = lerpf(
MIN_CLOUD_ALTITUDE,
MAX_CLOUD_ALTITUDE,
float(patch_index % 4) / 3.0,
)
var patch_scale: float = 2.20 + float(
(patch_index * 7) % 10
) * 0.10
var width_variation: float = 0.90 + float(
(patch_index * 5) % 7
) * 0.04
var depth_variation: float = 0.90 + float(
(patch_index * 3 + 2) % 7
) * 0.04
var patch_basis := Basis(
Vector3.UP,
deg_to_rad(float(patch_index * 17 % 41) - 20.0),
).scaled(Vector3(
patch_scale * 2.35 * width_variation,
patch_scale * 0.34,
patch_scale * 2.65 * depth_variation,
))
_multimesh.set_instance_transform(
instance_index,
Transform3D(
patch_basis,
Vector3(relative.x, altitude, relative.y),
),
)
instance_index += 1
func _wrap_axis(value: float) -> float:
return fposmod(value + FIELD_HALF_EXTENT, FIELD_HALF_EXTENT * 2.0) \
- FIELD_HALF_EXTENT

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uid://krinusur24lh

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@ -10,7 +10,7 @@ ambient_light_source = 2
ambient_light_color = Color(0.82, 0.9, 0.92, 1)
ambient_light_energy = 1.08
reflected_light_source = 2
fog_enabled = true
fog_enabled = false
fog_mode = 1
fog_light_color = Color(0.54902, 0.74902, 0.764706, 1)
fog_light_energy = 0.82

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shader_type sky;
#include "res://world/environment/netfishing_sky_clouds.gdshaderinc"
uniform vec4 sky_top_color : source_color = vec4(0.204, 0.498, 0.643, 1.0);
uniform vec4 sky_horizon_color : source_color = vec4(0.663, 0.843, 0.847, 1.0);
uniform vec4 ground_bottom_color : source_color = vec4(0.157, 0.361, 0.439, 1.0);
@ -83,6 +85,7 @@ void sky() {
base_color = mix(
base_color, moon_color.rgb, moon_disc * moon_visible_strength
);
base_color = apply_weather_clouds(base_color, view_direction);
COLOR = base_color;
}

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uniform float cloud_coverage : hint_range(0.0, 1.0, 0.01) = 0.0;
uniform float cloud_opacity : hint_range(0.0, 1.0, 0.01) = 0.0;
uniform vec4 cloud_light_color : source_color = vec4(0.70, 0.76, 0.77, 1.0);
uniform vec4 cloud_shadow_color : source_color = vec4(0.31, 0.38, 0.40, 1.0);
uniform vec2 cloud_wind = vec2(0.010, -0.006);
uniform float cloud_scale : hint_range(0.1, 3.0, 0.05) = 0.72;
float cloud_hash(vec2 point) {
return fract(sin(dot(point, vec2(127.1, 311.7))) * 43758.5453);
}
float cloud_value_noise(vec2 point) {
vec2 cell = floor(point);
vec2 local = fract(point);
vec2 blend = local * local * (3.0 - 2.0 * local);
float bottom = mix(
cloud_hash(cell),
cloud_hash(cell + vec2(1.0, 0.0)),
blend.x
);
float top = mix(
cloud_hash(cell + vec2(0.0, 1.0)),
cloud_hash(cell + vec2(1.0, 1.0)),
blend.x
);
return mix(bottom, top, blend.y);
}
float cloud_shape(vec2 point) {
vec2 broad_point = floor(point * 5.0) / 5.0;
vec2 detail_point = floor(point * 13.0) / 13.0;
float broad = cloud_value_noise(broad_point * 0.62);
float detail = cloud_value_noise(detail_point * 1.55 + vec2(17.3, 9.1));
float combined = broad * 0.72 + detail * 0.28;
return floor(combined * 7.0 + 0.5) / 7.0;
}
vec3 apply_weather_clouds(vec3 base_color, vec3 view_direction) {
if (cloud_opacity <= 0.001 || view_direction.y <= 0.0) {
return base_color;
}
float safe_height = max(view_direction.y, 0.08);
vec2 cloud_plane = view_direction.xz / safe_height;
vec2 cloud_point = (
cloud_plane + cloud_wind * TIME
) * cloud_scale;
float shape = cloud_shape(cloud_point);
float threshold = mix(0.82, 0.27, cloud_coverage);
float mask = smoothstep(threshold - 0.08, threshold + 0.08, shape);
mask = floor(mask * 4.0 + 0.5) / 4.0;
mask *= smoothstep(0.025, 0.14, view_direction.y);
mask *= cloud_opacity;
float body_depth = smoothstep(threshold, 1.0, shape);
float underside = clamp(
(1.0 - smoothstep(0.08, 0.72, view_direction.y)) * 0.35
+ body_depth * 0.65,
0.0,
1.0
);
vec3 cloud_color = mix(
cloud_light_color.rgb,
cloud_shadow_color.rgb,
underside
);
return mix(base_color, cloud_color, mask);
}

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