diff --git a/README.md b/README.md index c2004f4..9b499cb 100644 --- a/README.md +++ b/README.md @@ -10,7 +10,7 @@ Project to have a basic third person scene for Godot 4 where to move a character ## Godot version used -Use only the official Alpha 5 Godot release : https://downloads.tuxfamily.org/godotengine/4.0/alpha5/ +Use only the official Alpha 5 Godot release : https://downloads.tuxfamily.org/godotengine/4.0/alpha6/ ## Tips & tricks diff --git a/maps/basic_setup.tscn b/maps/basic_setup.tscn index 651e0d6..24d5bb3 100644 --- a/maps/basic_setup.tscn +++ b/maps/basic_setup.tscn @@ -1,8 +1,12 @@ -[gd_scene load_steps=20 format=3 uid="uid://b8p2h0rmwy7qn"] +[gd_scene load_steps=24 format=3 uid="uid://b8p2h0rmwy7qn"] [ext_resource type="Material" uid="uid://dpegsmygxcfmv" path="res://maps/materials/basic_ground.material" id="1_lodye"] +[ext_resource type="Shader" path="res://maps/shaders/khanat_sky.gdshader" id="1_mheqi"] +[ext_resource type="Texture2D" uid="uid://b5jer2nm17ld" path="res://maps/textures/samayun_tex_001.png" id="1_thm7k"] [ext_resource type="PackedScene" uid="uid://cveshwnu272vf" path="res://maps/objects/ramp-complex.tscn" id="2_4eueh"] +[ext_resource type="Texture2D" uid="uid://y0ka7tysfp6b" path="res://maps/textures/zabr_tex_001.png" id="3_bgghj"] [ext_resource type="PackedScene" uid="uid://omess6wwwwcq" path="res://maps/objects/ramp-moving.tscn" id="3_bvbgo"] +[ext_resource type="Texture2D" uid="uid://dlxp52r0wnwlq" path="res://maps/textures/stigi_tex_001.png" id="3_jqgsm"] [ext_resource type="PackedScene" uid="uid://dvsl8x3lb1h4e" path="res://maps/objects/moutain.tscn" id="3_rbp35"] [ext_resource type="PackedScene" path="res://maps/objects/cave.tscn" id="4_pc85h"] [ext_resource type="PackedScene" uid="uid://b61edh0bre65c" path="res://maps/objects/ramp.tscn" id="5_dfm8h"] @@ -15,10 +19,30 @@ [ext_resource type="PackedScene" uid="uid://bfo13c5k8xu0x" path="res://maps/natural_ground.tscn" id="12_r7x73"] [ext_resource type="PackedScene" uid="uid://mdsxnqsijdqv" path="res://maps/dispensaire_01.tscn" id="13_ald41"] -[sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_615c2"] +[sub_resource type="ShaderMaterial" id="ShaderMaterial_s2q0l"] +shader = ExtResource( "1_mheqi" ) +shader_param/rayleigh = 2.0 +shader_param/rayleigh_color = Color(0.3, 0.405, 0.6, 1) +shader_param/mie = 0.005 +shader_param/mie_eccentricity = 0.8 +shader_param/mie_color = Color(0.69, 0.729, 0.812, 1) +shader_param/turbidity = 10.0 +shader_param/sun_disk_scale = 1.0 +shader_param/ground_color = Color(0.1, 0.07, 0.034, 1) +shader_param/exposure = 0.1 +shader_param/dither_strength = 1.0 +shader_param/samayun_arc = 45.681 +shader_param/samayun_position = Vector3(2.038, 0.695, -0.237) +shader_param/zabr_arc = 8.0 +shader_param/zabr_position = Vector3(1.755, 0.599, 0.613) +shader_param/stigi_arc = 8.381 +shader_param/stigi_position = Vector3(1.209, 0.444, 0.332) +shader_param/samayun = ExtResource( "1_thm7k" ) +shader_param/zabr = ExtResource( "3_bgghj" ) +shader_param/stigi = ExtResource( "3_jqgsm" ) [sub_resource type="Sky" id="Sky_fa16p"] -sky_material = SubResource( "PhysicalSkyMaterial_615c2" ) +sky_material = SubResource( "ShaderMaterial_s2q0l" ) [sub_resource type="Environment" id="Environment_n5kgx"] background_mode = 2 @@ -37,7 +61,7 @@ data = PackedVector3Array(-0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0 [node name="basic_setup" type="Node3D"] [node name="sunlight" type="DirectionalLight3D" parent="."] -transform = Transform3D(1, 0, 0, 0, 0.634731, 0.772734, 0, -0.772734, 0.634731, -1.75049, 15.9707, 4.39927) +transform = Transform3D(1, 0, 0, 0, 0.278991, 0.960294, 0, -0.960294, 0.278991, -1.75049, 15.9707, 4.39927) light_color = Color(0.988235, 0.960784, 1, 1) light_energy = 0.75 shadow_enabled = true diff --git a/maps/shaders/khanat_sky.gdshader b/maps/shaders/khanat_sky.gdshader new file mode 100644 index 0000000..09c23bc --- /dev/null +++ b/maps/shaders/khanat_sky.gdshader @@ -0,0 +1,155 @@ + +// NOTE: Shader automatically converted from Godot Engine 4.0.alpha5's PhysicalSkyMaterial. +// And then augmented with a few tweaks + +shader_type sky; + +uniform float rayleigh : hint_range(0, 64) = 2.0; +uniform vec4 rayleigh_color : hint_color = vec4(0.3, 0.405, 0.6, 1.0); +uniform float mie : hint_range(0, 1) = 0.005; +uniform float mie_eccentricity : hint_range(-1, 1) = 0.8; +uniform vec4 mie_color : hint_color = vec4(0.69, 0.729, 0.812, 1.0); + +uniform float turbidity : hint_range(0, 1000) = 10.0; +uniform float sun_disk_scale : hint_range(0, 360) = 1.0; +uniform vec4 ground_color : hint_color = vec4(0.1, 0.07, 0.034, 1.0); +uniform float exposure : hint_range(0, 128) = 0.1; +uniform float dither_strength : hint_range(0, 10) = 1.0; + +uniform sampler2D night_sky : hint_black_albedo; + +uniform sampler2D samayun : hint_albedo; +uniform float samayun_arc = 45 ; +uniform vec3 samayun_position = vec3( 0.0, 0.5, 0.0 ); + +uniform sampler2D zabr : hint_albedo; +uniform float zabr_arc = 15 ; +uniform vec3 zabr_position = vec3( 0.0, 0.7, 0.0 ); + +uniform sampler2D stigi : hint_albedo; +uniform float stigi_arc = 8 ; +uniform vec3 stigi_position = vec3( 0.0, 0.8, 0.0 ); + +const vec3 UP = vec3( 0.0, 1.0, 0.0 ); + +// Sun constants +const float SUN_ENERGY = 1000.0; + +// Optical length at zenith for molecules. +const float rayleigh_zenith_size = 8.4e3; +const float mie_zenith_size = 1.25e3; + +float henyey_greenstein(float cos_theta, float g) { + const float k = 0.0795774715459; + return k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5)); +} + +// From: https://www.shadertoy.com/view/4sfGzS credit to iq +float hash(vec3 p) { + p = fract( p * 0.3183099 + 0.1 ); + p *= 17.0; + return fract(p.x * p.y * p.z * (p.x + p.y + p.z)); +} + +// Function to create projection plane for texture at a specific position +vec2 place_object(vec3 position, vec3 eyedir){ + //We define a local plane tangent to the skydome at the given position + //We work with everything normalized + vec3 n1 = normalize(cross(position,vec3(0.0,1.0,0.0))) ; + vec3 n2 = normalize(cross(position,n1)) ; + //We project EYEDIR on this plane with an approximate correction for projection + float x = dot(eyedir,n1) * 0.9 ; + float y = dot(eyedir,n2) * 0.9 ; + return vec2(x, y); +} + +void sky() { + if (LIGHT0_ENABLED) { + float zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 ); + float sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * SUN_ENERGY * LIGHT0_ENERGY; + float sun_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0); + + // Rayleigh coefficients. + float rayleigh_coefficient = rayleigh - ( 1.0 * ( 1.0 - sun_fade ) ); + vec3 rayleigh_beta = rayleigh_coefficient * rayleigh_color.rgb * 0.0001; + // mie coefficients from Preetham + vec3 mie_beta = turbidity * mie * mie_color.rgb * 0.000434; + + // Optical length. + float zenith = acos(max(0.0, dot(UP, EYEDIR))); + float optical_mass = 1.0 / (cos(zenith) + 0.15 * pow(93.885 - degrees(zenith), -1.253)); + float rayleigh_scatter = rayleigh_zenith_size * optical_mass; + float mie_scatter = mie_zenith_size * optical_mass; + + // Light extinction based on thickness of atmosphere. + vec3 extinction = exp(-(rayleigh_beta * rayleigh_scatter + mie_beta * mie_scatter)); + + // In scattering. + float cos_theta = dot(EYEDIR, normalize(LIGHT0_DIRECTION)); + + float rayleigh_phase = (3.0 / (16.0 * PI)) * (1.0 + pow(cos_theta * 0.5 + 0.5, 2.0)); + vec3 betaRTheta = rayleigh_beta * rayleigh_phase; + + float mie_phase = henyey_greenstein(cos_theta, mie_eccentricity); + vec3 betaMTheta = mie_beta * mie_phase; + + vec3 Lin = pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * (1.0 - extinction), vec3(1.5)); + // Hack from https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Sky.js + Lin *= mix(vec3(1.0), pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * extinction, vec3(0.5)), clamp(pow(1.0 - zenith_angle, 5.0), 0.0, 1.0)); + + // Hack in the ground color. + Lin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR))); + + // Solar disk and out-scattering. + float sunAngularDiameterCos = cos(LIGHT0_SIZE * sun_disk_scale); + float sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale*0.5); + float sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta); + vec3 L0 = (sun_energy * 1900.0 * extinction) * sundisk * LIGHT0_COLOR; + L0 += texture(night_sky, SKY_COORDS).xyz * extinction; + + vec3 color = (Lin + L0) * 0.04; + COLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade)))); + COLOR *= exposure; + // Make optional, eliminates banding. + COLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.016 * dither_strength; + } else { + // There is no sun, so display night_sky and nothing else. + COLOR = texture(night_sky, SKY_COORDS).xyz * 0.04; + COLOR *= exposure; + } + // Calculate respective scales of celestial objects + float samayun_scale = radians(samayun_arc) ; + float zabr_scale = radians(zabr_arc) ; + float stigi_scale = radians(stigi_arc) ; + + // Calculate respective plane with UV to place celestial object textures + vec2 samayun_uv = place_object(samayun_position, EYEDIR) ; + vec2 zabr_uv = place_object(zabr_position, EYEDIR) ; + vec2 stigi_uv = place_object(stigi_position, EYEDIR) ; + + // Adding the celestial objects from the nearest to the farest + // Adding stigi + if (length(EYEDIR - normalize(stigi_position)) < stigi_scale / 2.0){ // we are in the area of the sky where stigi is placed + COLOR += texture(stigi, stigi_uv / stigi_scale + vec2(0.5)).rgb * texture(stigi, stigi_uv / stigi_scale + vec2(0.5)).a; + } + // Adding samayun + if (length(EYEDIR - normalize(samayun_position)) < samayun_scale / 2.0) { // we are in the area of the sky where samayun is placed + if (length(EYEDIR - normalize(stigi_position)) < stigi_scale / 2.0){ // if stigi is in front of samayun, don’t draw where stigi alpha is > 0 + COLOR += texture(samayun, samayun_uv / samayun_scale + vec2(0.5)).rgb * max((texture(samayun, samayun_uv / samayun_scale + vec2(0.5)).a - texture(stigi, stigi_uv / stigi_scale + vec2(0.5)).a), 0.0) ; + } else { + COLOR += texture(samayun, samayun_uv / samayun_scale + vec2(0.5)).rgb * texture(samayun, samayun_uv / samayun_scale + vec2(0.5)).a; + } + } + // Adding zabr + if (length(EYEDIR - normalize(zabr_position)) < zabr_scale / 2.0) { // we are in the area of the sky where zabr is placed + if (length(EYEDIR - normalize(samayun_position)) < samayun_scale / 2.0){ // if samayun is in front of zabr, don’t draw where samayun alpha is > 0 + COLOR += texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).rgb * max((texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).a - texture(samayun, samayun_uv / samayun_scale + vec2(0.5)).a), 0.0) ; + } else { + if (length(EYEDIR - normalize(stigi_position)) < stigi_scale / 2.0){ // if stigi is in front of zabr, don’t draw where its alpha is > 0 + COLOR += texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).rgb * max((texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).a - texture(stigi, stigi_uv / stigi_scale + vec2(0.5)).a), 0.0) ; + } else { + COLOR += texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).rgb * texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).a; + } + } + } +} diff --git a/maps/textures/samayun_tex_001.png b/maps/textures/samayun_tex_001.png new file mode 100644 index 0000000..abfa108 Binary files /dev/null and b/maps/textures/samayun_tex_001.png differ diff --git a/maps/textures/samayun_tex_001.png.import b/maps/textures/samayun_tex_001.png.import new file mode 100644 index 0000000..d120c63 --- /dev/null +++ b/maps/textures/samayun_tex_001.png.import @@ -0,0 +1,35 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://b5jer2nm17ld" +path.s3tc="res://.godot/imported/samayun_tex_001.png-4e3e72c86a1ead24f9cc9afcb2d3aafa.s3tc.ctex" +path.etc2="res://.godot/imported/samayun_tex_001.png-4e3e72c86a1ead24f9cc9afcb2d3aafa.etc2.ctex" +metadata={ +"imported_formats": ["s3tc", "etc2"], +"vram_texture": true +} + +[deps] + +source_file="res://maps/textures/samayun_tex_001.png" +dest_files=["res://.godot/imported/samayun_tex_001.png-4e3e72c86a1ead24f9cc9afcb2d3aafa.s3tc.ctex", "res://.godot/imported/samayun_tex_001.png-4e3e72c86a1ead24f9cc9afcb2d3aafa.etc2.ctex"] + +[params] + +compress/mode=2 +compress/lossy_quality=0.7 +compress/hdr_compression=1 +compress/bptc_ldr=0 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=true +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/size_limit=0 +detect_3d/compress_to=0 diff --git a/maps/textures/stigi_tex_001.png b/maps/textures/stigi_tex_001.png new file mode 100644 index 0000000..02ccdb1 Binary files /dev/null and b/maps/textures/stigi_tex_001.png differ diff --git a/maps/textures/stigi_tex_001.png.import b/maps/textures/stigi_tex_001.png.import new file mode 100644 index 0000000..b7312f7 --- /dev/null +++ b/maps/textures/stigi_tex_001.png.import @@ -0,0 +1,35 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://dlxp52r0wnwlq" +path.s3tc="res://.godot/imported/stigi_tex_001.png-422a9b36925acddfd148694fe140318a.s3tc.ctex" +path.etc2="res://.godot/imported/stigi_tex_001.png-422a9b36925acddfd148694fe140318a.etc2.ctex" +metadata={ +"imported_formats": ["s3tc", "etc2"], +"vram_texture": true +} + +[deps] + +source_file="res://maps/textures/stigi_tex_001.png" +dest_files=["res://.godot/imported/stigi_tex_001.png-422a9b36925acddfd148694fe140318a.s3tc.ctex", "res://.godot/imported/stigi_tex_001.png-422a9b36925acddfd148694fe140318a.etc2.ctex"] + +[params] + +compress/mode=2 +compress/lossy_quality=0.7 +compress/hdr_compression=1 +compress/bptc_ldr=0 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=true +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/size_limit=0 +detect_3d/compress_to=0 diff --git a/maps/textures/zabr_tex_001.png b/maps/textures/zabr_tex_001.png new file mode 100644 index 0000000..025fe9e Binary files /dev/null and b/maps/textures/zabr_tex_001.png differ diff --git a/maps/textures/zabr_tex_001.png.import b/maps/textures/zabr_tex_001.png.import new file mode 100644 index 0000000..529e299 --- /dev/null +++ b/maps/textures/zabr_tex_001.png.import @@ -0,0 +1,35 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://y0ka7tysfp6b" +path.s3tc="res://.godot/imported/zabr_tex_001.png-79bb3a642b1072453481cdab29affd71.s3tc.ctex" +path.etc2="res://.godot/imported/zabr_tex_001.png-79bb3a642b1072453481cdab29affd71.etc2.ctex" +metadata={ +"imported_formats": ["s3tc", "etc2"], +"vram_texture": true +} + +[deps] + +source_file="res://maps/textures/zabr_tex_001.png" +dest_files=["res://.godot/imported/zabr_tex_001.png-79bb3a642b1072453481cdab29affd71.s3tc.ctex", "res://.godot/imported/zabr_tex_001.png-79bb3a642b1072453481cdab29affd71.etc2.ctex"] + +[params] + +compress/mode=2 +compress/lossy_quality=0.7 +compress/hdr_compression=1 +compress/bptc_ldr=0 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=true +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/size_limit=0 +detect_3d/compress_to=0