Implements procedural ground tile generation
Adds procedural ground tile generation with chunking for improved performance. Includes: - Ground tile entity with debug text and cell information - Grass and tree placement based on cell data - Ground shader for visual representation - Chunk loading and unloading system based on player position
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21 changed files with 532 additions and 149 deletions
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Entities/GroundTile/GroundTile.gdshader
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Entities/GroundTile/GroundTile.gdshader
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shader_type spatial;
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uniform sampler2D noise_texture : filter_linear_mipmap;
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uniform sampler2D gradient_texture : filter_linear;
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uniform float noise_scale : hint_range(0.1, 10.0) = 1.0;
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uniform float roughness_value : hint_range(0.0, 1.0) = 0.8;
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void fragment() {
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vec2 noise_uv = UV * noise_scale;
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float noise_val = texture(noise_texture, noise_uv).r;
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vec4 earth_color = texture(gradient_texture, vec2(noise_val, 0.0));
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ALBEDO = earth_color.rgb;
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ROUGHNESS = roughness_value;
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}
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