Refactor fishing surfaces around authored water

This commit is contained in:
Alexander Sellite 2026-08-15 09:52:50 -04:00
parent 9f52620a73
commit 9afa60f6a5
11 changed files with 198 additions and 172 deletions

View file

@ -515,9 +515,10 @@ void fragment() {
water_alpha + shoreline_foam * shoreline_opacity_boost,
0.98
);
// Preserve most of the water layer at exact terrain contact. Fully fading
// it exposed the sand texture as a broken tan seam along the water plane.
water_alpha *= mix(0.82, 1.0, contact_stability);
// The authored water-body height is also the casting authority. Fade the
// visual layer completely at exact terrain contact so dry land cannot look
// fishable while the stable sub-surface water remains visible.
water_alpha *= contact_stability;
float surface_mottle = value_noise(
world_position.xz * surface_mottle_scale