Improves scene lighting and tree collision
Moves light direction to global shader parameter, enabling dynamic light updates. Adjusts tree collision shape for better player interaction. Updates default season to summer.
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7 changed files with 28 additions and 16 deletions
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@ -26,9 +26,16 @@
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[sub_resource type="GDScript" id="GDScript_0yf11"]
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script/source = "extends Node3D
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@onready var player = %Player
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@onready var directional_light = $DirectionalLight3D # Adjust path to your light
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@export var shader_parameter_name: String = \"light_direction\"
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func _process(delta):
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rotate_y(0.5 * delta)
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if player and directional_light:
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var light_forward = -directional_light.global_transform.basis.z
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RenderingServer.global_shader_parameter_set(shader_parameter_name, light_forward)
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"
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[sub_resource type="GDScript" id="GDScript_h3wmm"]
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@ -363,7 +370,6 @@ shader_parameter/normal_threshold = 0.6
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shader_parameter/darken_amount = 0.3
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shader_parameter/lighten_amount = 1.5
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shader_parameter/normal_edge_bias = Vector3(-1, -1, -1)
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shader_parameter/light_direction = Vector3(-0.0338118, -0.78043, 0.624328)
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[sub_resource type="QuadMesh" id="QuadMesh_tfa5t"]
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lightmap_size_hint = Vector2i(102, 102)
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@ -463,6 +469,7 @@ script = SubResource("GDScript_0yf11")
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="WorldEnvironment/Node3D"]
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transform = Transform3D(-0.936623, -0.348704, 0.0338123, -0.193211, 0.594641, 0.78043, -0.292245, 0.724436, -0.624328, 0, 0, 0)
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shadow_enabled = true
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shadow_blur = 1.598
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script = SubResource("GDScript_h3wmm")
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[node name="SubViewportContainer" type="SubViewportContainer" parent="."]
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@ -805,6 +812,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.0053246, 0, 0.0117908)
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[node name="Fire" type="GPUParticles3D" parent="SubViewportContainer/SubViewport/Camp/Objects/Camp/Campfire"]
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transform = Transform3D(1.42857, 0, 0, 0, 1.42857, 0, 0, 0, 1.42857, 0, 0, 0)
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layers = 2
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amount = 50
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lifetime = 0.4
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speed_scale = 0.4
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@ -814,7 +822,7 @@ draw_pass_1 = SubResource("QuadMesh_hvb1l")
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[node name="OmniLight3D" type="OmniLight3D" parent="SubViewportContainer/SubViewport/Camp/Objects/Camp/Campfire/Fire"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.000509977, 0.121094, -0.00151992)
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light_color = Color(0.89, 0.461613, 0.2136, 1)
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light_energy = 0.923321
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light_energy = 0.823082
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light_indirect_energy = 1.084
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light_volumetric_fog_energy = 3.764
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light_size = 0.105
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@ -2,6 +2,7 @@
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[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_lg8b7"]
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sky_horizon_color = Color(0.67451, 0.682353, 0.698039, 1)
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sky_curve = 0.0175
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ground_bottom_color = Color(1, 1, 1, 1)
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ground_curve = 0.171484
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@ -9,19 +10,17 @@ ground_curve = 0.171484
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sky_material = SubResource("ProceduralSkyMaterial_lg8b7")
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[resource]
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background_mode = 2
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background_color = Color(1, 1, 0.603922, 1)
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background_mode = 1
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background_color = Color(0.752941, 0.776471, 0.827451, 1)
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sky = SubResource("Sky_7bk1c")
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ambient_light_source = 3
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ambient_light_color = Color(0.800491, 0.800491, 0.800491, 1)
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reflected_light_source = 2
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tonemap_mode = 2
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ssil_enabled = true
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sdfgi_use_occlusion = true
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ambient_light_color = Color(0.662745, 0.694118, 0.772549, 1)
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ambient_light_energy = 1.15
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tonemap_mode = 3
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ssao_enabled = true
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ssao_radius = 0.3
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ssao_intensity = 0.5
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ssao_power = 15.0
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glow_levels/2 = 0.6
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glow_levels/3 = 0.6
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glow_levels/5 = 0.0
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glow_intensity = 2.0
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fog_density = 0.0635
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volumetric_fog_emission = Color(0.821925, 0.333878, 0.419207, 1)
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volumetric_fog_ambient_inject = 16.0
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