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.
23 lines
No EOL
752 B
Text
23 lines
No EOL
752 B
Text
shader_type spatial;
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uniform vec4 base_color : source_color = vec4(0.2, 0.6, 0.1, 1.0);
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uniform vec4 variation_color : source_color = vec4(0.4, 0.8, 0.2, 1.0);
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uniform float gradient_height : hint_range(0.1, 5.0) = 2.0;
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uniform float gradient_offset : hint_range(-2.0, 2.0) = 0.0;
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varying vec3 world_position;
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void vertex() {
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world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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}
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void fragment() {
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// Use world Y position instead of UV
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float gradient_factor = (world_position.y + gradient_offset) / gradient_height;
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gradient_factor = clamp(gradient_factor, 0.0, 1.0);
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vec3 final_color = mix(base_color.rgb, variation_color.rgb, gradient_factor);
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ALBEDO = final_color;
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ROUGHNESS = 0.8;
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METALLIC = 0.0;
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} |