Add stylized sun and moon cycle

This commit is contained in:
Alexander Sellite 2026-08-02 13:23:12 -04:00
parent 58fb3d6605
commit cae120c532
8 changed files with 227 additions and 30 deletions

View file

@ -0,0 +1,83 @@
shader_type sky;
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);
uniform vec4 ground_horizon_color : source_color = vec4(0.549, 0.749, 0.765, 1.0);
uniform vec3 sun_direction = vec3(0.0, 1.0, 0.0);
uniform vec4 sun_color : source_color = vec4(1.0, 0.86, 0.46, 1.0);
uniform float sun_visibility : hint_range(0.0, 1.0) = 1.0;
uniform float sun_radius : hint_range(0.005, 0.15) = 0.055;
uniform float sun_edge_softness : hint_range(0.001, 0.03) = 0.003;
uniform float sun_halo_radius : hint_range(0.02, 0.35) = 0.14;
uniform float sun_halo_strength : hint_range(0.0, 1.0) = 0.16;
uniform vec3 moon_direction = vec3(0.0, -1.0, 0.0);
uniform vec4 moon_color : source_color = vec4(0.78, 0.88, 1.0, 1.0);
uniform float moon_visibility : hint_range(0.0, 1.0) = 0.0;
uniform float moon_radius : hint_range(0.005, 0.15) = 0.045;
uniform float moon_edge_softness : hint_range(0.001, 0.03) = 0.003;
uniform float moon_halo_radius : hint_range(0.02, 0.35) = 0.11;
uniform float moon_halo_strength : hint_range(0.0, 1.0) = 0.12;
void sky() {
vec3 view_direction = normalize(EYEDIR);
float above_horizon = max(view_direction.y, 0.0);
float below_horizon = max(-view_direction.y, 0.0);
vec3 sky_color = mix(
sky_horizon_color.rgb,
sky_top_color.rgb,
pow(above_horizon, 0.72)
);
vec3 ground_color = mix(
ground_horizon_color.rgb,
ground_bottom_color.rgb,
pow(below_horizon, 0.16)
);
vec3 base_color = mix(
ground_color,
sky_color,
smoothstep(-0.01, 0.01, view_direction.y)
);
float alignment = dot(view_direction, normalize(sun_direction));
float disc_outer = cos(sun_radius + sun_edge_softness);
float disc_inner = cos(sun_radius);
float halo_outer = cos(sun_halo_radius);
float sun_disc = smoothstep(disc_outer, disc_inner, alignment);
float sun_halo = smoothstep(halo_outer, disc_outer, alignment);
float horizon_visibility = smoothstep(-0.035, 0.02, sun_direction.y);
float visible_strength = sun_visibility * horizon_visibility;
base_color += sun_color.rgb * sun_halo * sun_halo_strength * visible_strength;
base_color = mix(base_color, sun_color.rgb, sun_disc * visible_strength);
float moon_alignment = dot(view_direction, normalize(moon_direction));
float moon_disc_outer = cos(moon_radius + moon_edge_softness);
float moon_disc_inner = cos(moon_radius);
float moon_halo_outer = cos(moon_halo_radius);
float moon_disc = smoothstep(
moon_disc_outer, moon_disc_inner, moon_alignment
);
float moon_halo = smoothstep(
moon_halo_outer, moon_disc_outer, moon_alignment
);
float moon_horizon_visibility = smoothstep(
-0.035, 0.02, moon_direction.y
);
float moon_visible_strength = (
moon_visibility * moon_horizon_visibility
);
base_color += (
moon_color.rgb
* moon_halo
* moon_halo_strength
* moon_visible_strength
);
base_color = mix(
base_color, moon_color.rgb, moon_disc * moon_visible_strength
);
COLOR = base_color;
}

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@ -0,0 +1 @@
uid://chbcdlhui3ro4

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@ -1,13 +1,9 @@
[gd_resource type="Sky" format=3 uid="uid://dersyay71dyat"]
[gd_resource type="Sky" load_steps=3 format=3 uid="uid://dersyay71dyat"]
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_netfishing"]
sky_top_color = Color(0.203922, 0.498039, 0.643137, 1)
sky_horizon_color = Color(0.662745, 0.843137, 0.847059, 1)
ground_bottom_color = Color(0.156863, 0.360784, 0.439216, 1)
ground_horizon_color = Color(0.54902, 0.74902, 0.764706, 1)
ground_curve = 0.08
sun_angle_max = 18.0
sun_curve = 0.22
[ext_resource type="Shader" path="res://world/environment/netfishing_sky.gdshader" id="1_sky_shader"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_netfishing"]
shader = ExtResource("1_sky_shader")
[resource]
sky_material = SubResource("ProceduralSkyMaterial_netfishing")
sky_material = SubResource("ShaderMaterial_netfishing")

View file

@ -13,6 +13,7 @@ const DAY_GROUND_HORIZON := Color(0.549, 0.749, 0.765)
const DAY_AMBIENT := Color(0.82, 0.90, 0.92)
const DAY_FOG := Color(0.549, 0.749, 0.765)
const DAY_SUN := Color(0.88, 0.94, 0.96)
const DAY_SUN_DISC := Color(1.0, 0.86, 0.46)
const NIGHT_SKY_TOP := Color(0.026, 0.050, 0.105)
const NIGHT_SKY_HORIZON := Color(0.10, 0.17, 0.28)
@ -29,6 +30,8 @@ const WARM_GROUND_HORIZON := Color(0.82, 0.34, 0.18)
const WARM_AMBIENT := Color(0.92, 0.58, 0.40)
const WARM_FOG := Color(0.74, 0.39, 0.27)
const WARM_SUN := Color(1.0, 0.58, 0.30)
const WARM_SUN_DISC := Color(1.0, 0.45, 0.16)
const MOON_DISC := Color(0.78, 0.88, 1.0)
const CLOUDY_TINT := Color(0.53, 0.61, 0.66)
const RAINY_TINT := Color(0.31, 0.42, 0.50)
@ -40,7 +43,7 @@ var _world_environment: WorldEnvironment
var _sun: DirectionalLight3D
var _rain_target: Node3D
var _environment: Environment
var _sky_material: ProceduralSkyMaterial
var _sky_material: ShaderMaterial
var _rain: GPUParticles3D
var _elapsed: float = 0.0
var _weather_from: WorldWeatherService.Weather = (
@ -125,13 +128,13 @@ func _prepare_runtime_environment() -> bool:
return false
var runtime_sky: Sky = _environment.sky.duplicate(true) as Sky
if runtime_sky == null or runtime_sky.sky_material == null:
push_error("World time visuals require a procedural sky material.")
push_error("World time visuals require a sky material.")
return false
_sky_material = (
runtime_sky.sky_material.duplicate(true) as ProceduralSkyMaterial
runtime_sky.sky_material.duplicate(true) as ShaderMaterial
)
if _sky_material == null:
push_error("World time visuals require a ProceduralSkyMaterial.")
push_error("World time visuals require the NETfishing sky material.")
return false
runtime_sky.sky_material = _sky_material
_environment.sky = runtime_sky
@ -213,15 +216,19 @@ func _apply_time(time_hours: float) -> void:
var tint_strength: float = _weather_value(
0.0, 0.30, 0.48, 0.62
)
_sky_material.sky_top_color = sky_top.lerp(weather_tint, tint_strength)
_sky_material.sky_horizon_color = sky_horizon.lerp(
weather_tint, tint_strength
_sky_material.set_shader_parameter(
"sky_top_color", sky_top.lerp(weather_tint, tint_strength)
)
_sky_material.ground_bottom_color = ground_bottom.lerp(
weather_tint, tint_strength * 0.62
_sky_material.set_shader_parameter(
"sky_horizon_color", sky_horizon.lerp(weather_tint, tint_strength)
)
_sky_material.ground_horizon_color = ground_horizon.lerp(
weather_tint, tint_strength * 0.76
_sky_material.set_shader_parameter(
"ground_bottom_color",
ground_bottom.lerp(weather_tint, tint_strength * 0.62),
)
_sky_material.set_shader_parameter(
"ground_horizon_color",
ground_horizon.lerp(weather_tint, tint_strength * 0.76),
)
_environment.background_energy_multiplier = (
lerpf(0.52, 0.85, daylight)
@ -269,6 +276,24 @@ func _apply_time(time_hours: float) -> void:
SUN_YAW_DEGREES,
0.0,
)
_sky_material.set_shader_parameter(
"sun_direction", _sun.global_transform.basis.z.normalized()
)
_sky_material.set_shader_parameter(
"sun_color", DAY_SUN_DISC.lerp(WARM_SUN_DISC, warmth)
)
_sky_material.set_shader_parameter(
"sun_visibility",
daylight * _weather_value(1.0, 0.65, 0.28, 0.15),
)
_sky_material.set_shader_parameter(
"moon_direction", -_sun.global_transform.basis.z.normalized()
)
_sky_material.set_shader_parameter("moon_color", MOON_DISC)
_sky_material.set_shader_parameter(
"moon_visibility",
(1.0 - daylight) * _weather_value(1.0, 0.72, 0.36, 0.20),
)
_sun.light_color = _blended_color(
NIGHT_SUN, DAY_SUN, WARM_SUN, daylight, warmth
)