Adds bushes and flowers to ground tiles

Implements bush and flower spawning on ground tiles based on vegetation density.
Adds new assets for bushes and flowers, and introduces multi-mesh rendering for optimized performance.
Introduces seasonal color variations for vegetation using a shader for bushes and materials for flowers and grass.
Refactors material application into a MaterialManager to handle material assignments over multiple frames.
Moves ground tile scripts into a subfolder.
Adds floating particles to test scene.
This commit is contained in:
Dan Baker 2025-06-29 10:58:18 +01:00
parent ea5006e8a2
commit 3959333534
46 changed files with 559 additions and 77 deletions

23
leaves.gdshader Normal file
View file

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shader_type spatial;
uniform vec4 base_color : source_color = vec4(0.2, 0.6, 0.1, 1.0);
uniform vec4 variation_color : source_color = vec4(0.4, 0.8, 0.2, 1.0);
uniform float gradient_height : hint_range(0.1, 5.0) = 2.0;
uniform float gradient_offset : hint_range(-2.0, 2.0) = 0.0;
varying vec3 world_position;
void vertex() {
world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
}
void fragment() {
// Use world Y position instead of UV
float gradient_factor = (world_position.y + gradient_offset) / gradient_height;
gradient_factor = clamp(gradient_factor, 0.0, 1.0);
vec3 final_color = mix(base_color.rgb, variation_color.rgb, gradient_factor);
ALBEDO = final_color;
ROUGHNESS = 0.8;
METALLIC = 0.0;
}