diff --git a/NishitaSky.gd b/NishitaSky.gd index 8380199..9b965c3 100644 --- a/NishitaSky.gd +++ b/NishitaSky.gd @@ -4,81 +4,119 @@ extends Node3D var sun_color := Color.BLACK @export var sun_enabled := true @export var light_color := Color.WHITE -@export var sky_material : Material = null +@export var sky_material: Material = null @export var sun_object_path: NodePath +@export var moon_object_path: NodePath @export var sun_ground_Height := 1000.0 @export var sun_saturation_scale := 100.0 @export var sun_saturation_mult := 0.3 @export_range(0.0000001, 1.0) var sun_desaturation_height := 0.25 -@export var sun_gradient : GradientTexture1D = null -@export var sun_cloud_gradient : GradientTexture1D = null -@export var sun_cloud_ambient_gradient : GradientTexture1D = null -@export var sun_cloud_ground_gradient : GradientTexture1D = null +@export var sun_gradient: GradientTexture1D = null +@export var sun_cloud_gradient: GradientTexture1D = null +@export var sun_cloud_ambient_gradient: GradientTexture1D = null +@export var sun_cloud_ground_gradient: GradientTexture1D = null @export var compute_gradient_toggle := false: get: return compute_gradient_toggle set(value): if value: compute_gradient_toggle = false - var cloud_height = (sky_material.get_shader_parameter("cloud_bottom")+sky_material.get_shader_parameter("cloud_top"))*0.5 + sky_material.get_shader_parameter("Height") + var cloud_height = ( + ( + ( + get_param("cloud_bottom") + + get_param("cloud_top") + ) + * 0.5 + ) + + get_param("Height") + ) var sun_min_angle_mult := 1.0 - var min_sun_y := sun_min_angle_mult*sin(acos(sky_material.get_shader_parameter("earthRadius") / (sky_material.get_shader_parameter("earthRadius") + sun_ground_Height))) - var min_cloud_sun_y := sun_min_angle_mult*sin(acos(sky_material.get_shader_parameter("earthRadius") / (sky_material.get_shader_parameter("earthRadius") + cloud_height))) + var min_sun_y := ( + sun_min_angle_mult + * sin( acos( + get_param("earthRadius") / (get_param("earthRadius") + sun_ground_Height) + ) + ) + ) + var min_cloud_sun_y := ( + sun_min_angle_mult + * sin( acos( + get_param("earthRadius") / (get_param("earthRadius") + cloud_height) + ) + ) + ) sun_gradient = compute_sun_gradient(sun_ground_Height, min_sun_y) sun_cloud_gradient = compute_sun_gradient(min_cloud_sun_y, cloud_height) - sun_cloud_ambient_gradient = compute_sun_gradient(min_cloud_sun_y, sky_material.get_shader_parameter("cloud_top"), true) - sun_cloud_ground_gradient = compute_sun_gradient(min_cloud_sun_y, sky_material.get_shader_parameter("cloud_bottom")) + sun_cloud_ambient_gradient = compute_sun_gradient( + min_cloud_sun_y, get_param("cloud_top"), true + ) + sun_cloud_ground_gradient = compute_sun_gradient( + min_cloud_sun_y, get_param("cloud_bottom") + ) -func compute_sun_gradient(h: float, min_sun_y : float, ambient: bool = false): +func set_param(param: String, value): + sky_material.set_shader_parameter(param, value) + +func get_param(param: String): + return sky_material.get_shader_parameter(param) + +func compute_sun_gradient(h: float, min_sun_y: float, ambient: bool = false): var gradient := GradientTexture1D.new() gradient.gradient = Gradient.new() var sample_count := 256 var max_col := 0.0 - var cols : Array[Color] = [] - var poss : Array[float] = [] + var cols: Array[Color] = [] + var poss: Array[float] = [] - var max_sky : Vector4 + var max_sky: Vector4 if ambient: - max_sky = sample_sky(Basis.from_euler(Vector3(PI*0.5, PI*0.5, 0.0)).z, Vector3.UP*h, Vector3.UP) + max_sky = sample_sky( + Basis.from_euler(Vector3(PI * 0.5, PI * 0.5, 0.0)).z, Vector3.UP * h, Vector3.UP + ) else: - max_sky = sample_sky(Vector3.UP, Vector3.UP*h, Vector3.UP) + max_sky = sample_sky(Vector3.UP, Vector3.UP * h, Vector3.UP) for i in range(sample_count): - var new_i : float = i/(sample_count+1.0) - var dir : float = lerp(-0.5*PI, 0.5*PI, new_i) - var b_sun : Basis + var new_i: float = i / (sample_count + 1.0) + var dir: float = lerp(-0.5 * PI, 0.5 * PI, new_i) + var b_sun: Basis var sun_rot := Vector3(dir, 0.0, 0.0) sun_rot.x = min(Vector3(dir, 0.0, 0.0).x, asin(min_sun_y)) b_sun = Basis.from_euler(sun_rot) - var b_sample : Basis = Basis.from_euler(Vector3(dir, 0.0, 0.0)) + var b_sample: Basis = Basis.from_euler(Vector3(dir, 0.0, 0.0)) if ambient: - b_sample = Basis.from_euler(Vector3(PI*0.5, PI*0.5, 0.0)) + b_sample = Basis.from_euler(Vector3(PI * 0.5, PI * 0.5, 0.0)) - var sky : Vector4 = sample_sky(b_sample.z, Vector3.UP*h, b_sun.z) - var col : Color = Color(sky.x, sky.y, sky.z).srgb_to_linear() + var sky: Vector4 = sample_sky(b_sample.z, Vector3.UP * h, b_sun.z) + var col: Color = Color(sky.x, sky.y, sky.z).srgb_to_linear() if not ambient: - col = saturate(col, clamp((sun_desaturation_height-b_sun.z.y)/sun_desaturation_height, 0.0, 1.0)) + col = saturate( + col, + clamp((sun_desaturation_height - b_sun.z.y) / sun_desaturation_height, 0.0, 1.0) + ) max_col = max(max_col, col.r, col.g, col.b) cols.append(col) poss.append(new_i) for i in range(sample_count): - var new_i : float = i/(sample_count+1.0) + var new_i: float = i / (sample_count + 1.0) cols[i] /= max_col cols[i].r *= light_color.r cols[i].g *= light_color.g cols[i].b *= light_color.b cols[i].a = 1.0 - if i > 0 and cols[i]==cols[i-1]: + if i > 0 and cols[i] == cols[i - 1]: continue gradient.gradient.add_point(poss[i], cols[i]) - gradient.gradient.remove_point(len(gradient.gradient.offsets)-1) + gradient.gradient.remove_point(len(gradient.gradient.offsets) - 1) gradient.gradient.remove_point(0) return gradient + #func rot_to_gradient(rot: float) -> float: # if rot > 0.5*PI: # return fmod(rot, 0.5*PI)/PI - 0.5 @@ -86,8 +124,10 @@ func compute_sun_gradient(h: float, min_sun_y : float, ambient: bool = false): # return 0.5-fmod(rot, 0.5*PI)/PI # return rot/PI + func rot_to_gradient(rot: float) -> float: - return (1.0-rot)*0.5 + return (1.0 - rot) * 0.5 + func normalized_color(col: Vector4) -> Vector4: if max(col.x, col.y, col.z) == 0.0: @@ -97,89 +137,185 @@ func normalized_color(col: Vector4) -> Vector4: return col + func saturate(col: Color, saturation: float) -> Color: - return Color.from_hsv(col.h, - clamp(log(col.s*saturation*sun_saturation_scale+1.0)*sun_saturation_mult, 0.0, 1.0), - col.v) + return Color.from_hsv( + col.h, + clamp(log(col.s * saturation * sun_saturation_scale + 1.0) * sun_saturation_mult, 0.0, 1.0), + col.v + ) + func loop(val: float, val_range: float) -> float: if val > val_range: return fmod(val, val_range) - val_range - elif val < -val_range: + if val < -val_range: return fmod(val, -val_range) + val_range return val -func loop_angle(val: float) -> float: - if val > 2*PI: - return fmod(val, 2*PI) - 2*PI - elif val < -2*PI: - return -fmod(val, -2*PI) + 2*PI - return val func _process(delta): - var cloud_height = (sky_material.get_shader_parameter("cloud_bottom")+sky_material.get_shader_parameter("cloud_top"))*0.5 + sky_material.get_shader_parameter("Height") - var sun_dir : Vector3 = global_transform.basis.z + var cloud_height = ( + (get_param("cloud_bottom") + get_param("cloud_top")) + * 0.5 + get_param("Height") + ) + var sun_dir: Vector3 = global_transform.basis.z var sun_min_angle_mult := 1.0 - var min_sun_y := sun_min_angle_mult*sin(acos(sky_material.get_shader_parameter("earthRadius") / (sky_material.get_shader_parameter("earthRadius") + sun_ground_Height))) - var min_cloud_sun_y := sun_min_angle_mult*sin(acos(sky_material.get_shader_parameter("earthRadius") / (sky_material.get_shader_parameter("earthRadius") + cloud_height))) + var min_sun_y := ( + sun_min_angle_mult + * sin( acos( + get_param("earthRadius") / (get_param("earthRadius") + sun_ground_Height) + ) + ) + ) + var min_cloud_sun_y := ( + sun_min_angle_mult + * sin( acos( + get_param("earthRadius") / (get_param("earthRadius") + cloud_height) + ) + ) + ) var sun_object = get_node(sun_object_path) -# print(loop_angle(rotation.x)) rotation.x = loop(rotation.x, PI) rotation.y = loop(rotation.y, PI) - rotation.z = loop(rotation.z,PI) + rotation.z = loop(rotation.z, PI) + + var moon_object = get_node(moon_object_path) + set_param("precomputed_moon_dir", moon_object.global_transform.basis) + set_param( + "precomputed_sun_size", deg_to_rad(sun_object.light_angular_distance) + ) + + + var precomputed_sun_size : float = deg_to_rad(sun_object.light_angular_distance) + var moonRadius : float = get_param("moonRadius") + var moonDistance : float = get_param("moonDistance") + var earthRadius : float = get_param("earthRadius") + var moon_dir : Vector3 = moon_object.global_transform.basis.z + + var moon_size : float = (moonRadius / + ((moonDistance + earthRadius) * moon_dir - + Vector3.UP * (get_viewport().get_camera_3d().global_position.y + earthRadius + get_param("Height"))).length() * + 2.0) * get_param("moon_size_mult") + + + var sun_passthrough := 1.0 + if (moon_size > 0.0): + var sun_atten_range := sin(precomputed_sun_size) + var moon_atten_range := sin(deg_to_rad(moon_size)) * 0.5 + sun_passthrough = pow(clamp(1.0 - clamp(min( + moon_object.global_transform.basis.z.dot(sun_dir), + 1.0) - + (1.0 - moon_atten_range), + 0.0, 1.0) / + moon_atten_range, + 0.0, 1.0), + 2.0) + + sun_object.light_energy = sun_passthrough * lerp(1.0, 0.0, pow(clamp((get_param("cloud_coverage") - 0.25) / 0.75, 0.0, 1.0), 0.5)); + + set_param( + "precomputed_sun_energy", + sun_object.light_intensity_lux / get_world_3d().get_environment().background_intensity + ) + + set_param("precomputed_background_intensity", get_world_3d().get_environment().background_intensity) sun_object.rotation = rotation - sun_object.rotation.x = max(rotation.x, PI-asin(min_sun_y)) if (rotation.x > PI*0.5) else min(rotation.x, asin(min_sun_y)) + sun_object.rotation.x = ( + max(rotation.x, PI - asin(min_sun_y)) + if (rotation.x > PI * 0.5) + else min(rotation.x, asin(min_sun_y)) + ) if sun_enabled: - sun_object.visible = sun_dir.y > -sin(deg_to_rad(sun_object.light_angular_distance)+acos(sky_material.get_shader_parameter("earthRadius") / (sky_material.get_shader_parameter("earthRadius") + sky_material.get_shader_parameter("cloud_top") * float(sky_material.get_shader_parameter("clouds")) ))) - sky_material.set_shader_parameter("precomputed_sun_visible", sun_object.visible) - sky_material.set_shader_parameter("precomputed_sun_enabled", sun_enabled) + sun_object.visible = ( + sun_dir.y > -sin( + deg_to_rad(sun_object.light_angular_distance) + + acos( + get_param("earthRadius") + / ( + get_param("earthRadius") + + ( + get_param("cloud_top") + * float(get_param("clouds")) + ) + ) + ) + ) + ) + set_param("precomputed_sun_visible", sun_object.visible) + set_param("precomputed_sun_enabled", sun_enabled) else: sun_object.visible = false - sky_material.set_shader_parameter("precomputed_sun_visible", false) - sky_material.set_shader_parameter("precomputed_sun_enabled", false) + set_param("precomputed_sun_visible", false) + set_param("precomputed_sun_enabled", false) var gradient_pos := rot_to_gradient(sun_dir.y) - sun_object.light_color = sun_gradient.gradient.sample(gradient_pos) - sky_material.set_shader_parameter("precomputed_sun_dir", sun_dir) - sky_material.set_shader_parameter("precomputed_sun_color", light_color) + var sun_ratio := asin(deg_to_rad(sun_object.light_angular_distance)) / PI + var sun_gradient_offset: float = -clamp(1.0 - sun_dir.y / sun_ratio, 0.0, 1.0) * sun_ratio + sun_object.light_color = sun_gradient.gradient.sample(gradient_pos + sun_gradient_offset) + set_param("precomputed_sun_dir", sun_dir) + set_param("precomputed_sun_color", light_color) #Precomputed cloud lighting - if sky_material.get_shader_parameter("clouds"): + if get_param("clouds"): var cloud_sun_rot := rotation cloud_sun_rot.x = min(rotation.x, asin(min_cloud_sun_y)) - sky_material.set_shader_parameter("precomputed_Atmosphere_sun", sun_cloud_gradient.gradient.sample(gradient_pos)) - sky_material.set_shader_parameter("precomputed_Atmosphere_ambient", sun_cloud_ambient_gradient.gradient.sample(gradient_pos)) - sky_material.set_shader_parameter("precomputed_Atmosphere_ground", sun_cloud_ground_gradient.gradient.sample(gradient_pos)) + set_param( + "precomputed_Atmosphere_sun", + sun_cloud_gradient.gradient.sample(gradient_pos + sun_gradient_offset) + ) + set_param( + "precomputed_Atmosphere_ambient", + sun_cloud_ambient_gradient.gradient.sample(gradient_pos) + ) + set_param( + "precomputed_Atmosphere_ground", sun_cloud_ground_gradient.gradient.sample(gradient_pos) + ) -var ground_color : Vector3 = Vector3(0.1, 0.07, 0.034) -var ground_brightness : float = 1.0 -func solve_quadratic(origin : Vector3, dir : Vector3, Radius : float) -> Vector3: +var ground_color: Vector3 = Vector3(0.1, 0.07, 0.034) +var ground_brightness: float = 1.0 + + +func solve_quadratic(origin: Vector3, dir: Vector3, Radius: float) -> Vector3: var b := 2.0 * dir.dot(origin) var c := origin.dot(origin) - Radius * Radius - var d := b*b - 4.0 * c + var d := b * b - 4.0 * c var det := sqrt(d) return Vector3((-b + det) * 0.5, (-b - det) * 0.5, d) -func atmosphere(Direction: Vector3, pos: Vector3, SunDirection: Vector3, intensity: float = 1.0) -> Array[Vector3]: + +func atmosphere( + Direction: Vector3, pos: Vector3, SunDirection: Vector3, intensity: float = 1.0 +) -> Array[Vector3]: var shader_Height := 1.0 -# var intensity : float = sky_material.get_shader_parameter("intensity") - var Re : float = sky_material.get_shader_parameter("earthRadius") - var Ra : float = sky_material.get_shader_parameter("atmosphereRadius") - var Hr : float = sky_material.get_shader_parameter("rayleighScaleHeight") - var Hm : float = sky_material.get_shader_parameter("mieScaleHeight") - var mie_eccentricity : float = sky_material.get_shader_parameter("mie_eccentricity") - var turbidity : float = sky_material.get_shader_parameter("turbidity") +# var intensity : float = get_param("intensity") + var Re: float = get_param("earthRadius") + var Ra: float = get_param("atmosphereRadius") + var Hr: float = get_param("rayleighScaleHeight") + var Hm: float = get_param("mieScaleHeight") + var mie_eccentricity: float = get_param("mie_eccentricity") + var turbidity: float = get_param("turbidity") var ground := 0.0 var mu := Direction.dot(SunDirection) var phaseR := (3.0 / (16.0 * PI)) * (1.0 + mu * mu) - var phaseM := (3.0 / (8.0 * PI)) * ((1.0 - mie_eccentricity * mie_eccentricity) * (1.0 + mu * mu) / ((2.0 + mie_eccentricity * mie_eccentricity) * pow(1.0 + mie_eccentricity * mie_eccentricity - 2.0 * mie_eccentricity * mu, 1.5))) + var phaseM := ( + (3.0 / (8.0 * PI)) + * ( + (1.0 - mie_eccentricity * mie_eccentricity) + * (1.0 + mu * mu) + / ( + (2.0 + mie_eccentricity * mie_eccentricity) + * pow(1.0 + mie_eccentricity * mie_eccentricity - 2.0 * mie_eccentricity * mu, 1.5) + ) + ) + ) var SumR := Vector3.ZERO var SumM := Vector3.ZERO @@ -187,41 +323,48 @@ func atmosphere(Direction: Vector3, pos: Vector3, SunDirection: Vector3, intensi var begin := Vector3.ZERO var end := Vector3.ZERO - var cameraPos := Vector3(0,Re + sun_ground_Height + max(0.0, pos.y),0) + var cameraPos := Vector3(0, Re + sun_ground_Height + max(0.0, pos.y), 0) begin = cameraPos var d1 := solve_quadratic(cameraPos, Direction, Ra) - if (d1.x > d1.y && d1.x > 0.0): + if d1.x > d1.y && d1.x > 0.0: end = cameraPos + Direction * d1.x - if (d1.y > 0.0): + if d1.y > 0.0: begin = cameraPos + Direction * d1.y else: return [Vector3.ZERO, Vector3.ONE, Vector3.ONE] - var d2 = solve_quadratic(cameraPos, Direction, Re) - if (d2.x > 0.0 && d2.y > 0.0): + if d2.x > 0.0 && d2.y > 0.0: end = begin + Direction * d2.y - ground=1.0 + ground = 1.0 - var numSamples := 16*16 - var numSamplesL := 8*2 + var numSamples := 16 * 16 + var numSamplesL := 8 * 2 var segmentLength := begin.distance_to(end) / float(numSamples) var opticalDepthR := 0.0 var opticalDepthM := 0.0 var atmosphere_atten := Vector3.ZERO - var BetaR : Vector3 = sky_material.get_shader_parameter("rayleigh_color") * 22.4e-6 * sky_material.get_shader_parameter("rayleigh") - var BetaM : Vector3 = sky_material.get_shader_parameter("mie_color") * 20e-6 * sky_material.get_shader_parameter("mie") + var BetaR: Vector3 = ( + get_param("rayleigh_color") + * 22.4e-6 + * get_param("rayleigh") + ) + var BetaM: Vector3 = ( + get_param("mie_color") + * 20e-6 + * get_param("mie") + ) for i in range(numSamples): var Px := begin + Direction * segmentLength * (float(i) + 0.5) var sampleHeight := Px.length() - Re - var Hr_sample := exp(-sampleHeight/(Hr*turbidity)) * segmentLength - var Hm_sample := exp(-sampleHeight/(Hm*turbidity)) * segmentLength + var Hr_sample := exp(-sampleHeight / (Hr * turbidity)) * segmentLength + var Hm_sample := exp(-sampleHeight / (Hm * turbidity)) * segmentLength opticalDepthR += Hr_sample opticalDepthM += Hm_sample @@ -232,50 +375,86 @@ func atmosphere(Direction: Vector3, pos: Vector3, SunDirection: Vector3, intensi var d3 = solve_quadratic(Px, SunDirection, Ra) var d4 = solve_quadratic(Px, SunDirection, Re) - if (d4.x > 0.0 and d4.y > 0.0): + if d4.x > 0.0 and d4.y > 0.0: continue var j2 := 0 - var segmentLengthL : float = max(d3.x, d3.y) / float(numSamplesL) + var segmentLengthL: float = max(d3.x, d3.y) / float(numSamplesL) for j in range(numSamplesL): - var Pl : Vector3 = Px + SunDirection * segmentLengthL * (j + 0.5) - var sampleHeightL : float = Pl.length() - Re - if (sampleHeightL < 0.0): + var Pl: Vector3 = Px + SunDirection * segmentLengthL * (j + 0.5) + var sampleHeightL: float = Pl.length() - Re + if sampleHeightL < 0.0: break - opticalDepthLR += exp(-sampleHeightL/(Hr*turbidity)) - opticalDepthLM += exp(-sampleHeightL/(Hm*turbidity)) + opticalDepthLR += exp(-sampleHeightL / (Hr * turbidity)) + opticalDepthLM += exp(-sampleHeightL / (Hm * turbidity)) j2 += 1 - if (j2 == numSamplesL): + if j2 == numSamplesL: opticalDepthLR *= segmentLengthL opticalDepthLM *= segmentLengthL - var tau := BetaR * (opticalDepthR + opticalDepthLR) + BetaM * 1.1 * (opticalDepthM + opticalDepthLM) + var tau := ( + BetaR * (opticalDepthR + opticalDepthLR) + + BetaM * 1.1 * (opticalDepthM + opticalDepthLM) + ) var attenuation := v3exp(-tau) atmosphere_atten += tau SumR += Hr_sample * attenuation SumM += Hm_sample * attenuation - var sky := SumR * phaseR * BetaR + SumM * phaseM * BetaM - return [sky, atmosphere_atten*(1.0-ground), v3exp(-(opticalDepthR * BetaR + opticalDepthM * BetaM))] + var sky := SumR * phaseR * BetaR + SumM * phaseM * BetaM + return [ + sky, + atmosphere_atten * (1.0 - ground), + v3exp(-(opticalDepthR * BetaR + opticalDepthM * BetaM)) + ] + func v3exp(input: Vector3) -> Vector3: return Vector3(exp(input.x), exp(input.y), exp(input.z)) -func sample_sky(dir: Vector3, pos: Vector3, sun_dir: Vector3, LIGHT0_ENERGY: Vector3 = Vector3.ONE, LIGHT0_COLOR: Vector3 = Vector3.ONE) -> Vector4: + +func sample_sky( + dir: Vector3, + pos: Vector3, + sun_dir: Vector3, + LIGHT0_ENERGY: Vector3 = Vector3.ONE, + LIGHT0_COLOR: Vector3 = Vector3.ONE +) -> Vector4: var sun_object = get_node(sun_object_path) - var sky : Array[Vector3] = atmosphere(dir, pos, sun_dir) - var skyxyz : Vector3 = sky[0] - var sun : Vector3 = Vector3.ZERO + var sky: Array[Vector3] = atmosphere(dir, pos, sun_dir) + var skyxyz: Vector3 = sky[0] + var sun: Vector3 = Vector3.ZERO sun = ( - (Vector3.ONE-v3exp(-sky[1])) * ( Vector3.ONE*max(max(dir.dot(sun_dir),0.0)-(cos( deg_to_rad(sun_object.light_angular_distance) )), 0.0) * sky_material.get_shader_parameter("sun_brightness") - + (Vector3.ONE-v3exp(-sky[2])) * ground_color * max(sun_dir.y, 0.0) * sky[2].x * ground_brightness ) - * LIGHT0_ENERGY) + (Vector3.ONE - v3exp(-sky[1])) + * ( + ( + Vector3.ONE + * max( + ( + max(dir.dot(sun_dir), 0.0) + - (cos(deg_to_rad(sun_object.light_angular_distance))) + ), + 0.0 + ) + * get_param("sun_brightness") + ) + + ( + (Vector3.ONE - v3exp(-sky[2])) + * ground_color + * max(sun_dir.y, 0.0) + * sky[2].x + * ground_brightness + ) + ) + * LIGHT0_ENERGY + ) var col := skyxyz + sun return Vector4(col.x, col.y, col.z, 1.0) + func mix(start: Vector3, end: Vector3, factor: float): return lerp(start, end, factor) diff --git a/README.md b/README.md index 2d10769..28979ec 100644 --- a/README.md +++ b/README.md @@ -1,67 +1,98 @@ # Nishita Sky With Volumetric Clouds -This is a Nishita sky shader for godot 4.0, with [Clay John's volumetric clouds](https://github.com/clayjohn/godot-volumetric-cloud-demo) based on [a tutorial by scratch pixel](https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/simulating-sky/simulating-colors-of-the-sky.html), which is recommended to read to understand what the sky parameters represent, when configuring the sky. +This is a Nishita sky shader for Godot 4.0, with [Clay John's volumetric clouds](https://github.com/clayjohn/godot-volumetric-cloud-demo) based on [a tutorial by scratch pixel](https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/simulating-sky/simulating-colors-of-the-sky.html), which is recommended to read to understand what the sky parameters represent, when configuring the sky. -## Screenshots (stars amplified for demonstration purposes) +## Screenshots +
+
+ +

Day

+
+
+ +

Sunset

+
+
-**Day** -![day](Screenshots/day.png) +
+
+ +

Cloudy Sky

+
+
+ +

Partial Eclipse

+
+
-**Day Without Clouds** -![day without clouds](Screenshots/day%20without%20clouds.png) +
+
+ +

Full Eclipse

+
+
+ +

Blood Moon

+
+
-**High Quality Day** -![high quality day](Screenshots/high%20quality%20day.png) +
+
+ +

Night Sky

+
+
+ +

Night Sky Without Clouds

+
+
-**Sunset** -![sunset](Screenshots/sunset.png) - -**After Sunset** -![after sunset](Screenshots/after%20sunset.png) - -**Cloudy Night Sky After Sunset** -![cloudy night sky after sunset](Screenshots/cloudy%20night%20sky%20after%20sunset.png) - -**Cloudy Night Sky** -![cloudy night sky](Screenshots/cloudy%20night%20sky.png) - -**Atmosphere from 100km** -![atmosphere from 100km](Screenshots/atmosphere%20from%20100km.png) - -**Low Sun Atmosphere from 100km** -![low sun atmosphere from 100km](Screenshots/low%20sun%20atmosphere%20from%20100km.png) - -**Very Low Sun Atmosphere From 100km** -![very low sun atmosphere from 100km](Screenshots/very%20low%20sun%20atmosphere%20from%20100km.png) +
+
+ +

Earth From Above

+
+
+ +

Earth From Above Sunset

+
+
## Features -* Game-ready asset (although in alpha) +* Game-ready asset * Raymarched sky * Raymarched clouds that move with the camera * Different times of day by rotating the "NishitaSky" node * Realistic lighting at different altitudes -* A night sky +* A night sky, with Milky Way texture * A directional light that takes on the color of the sun in the shader * All elements interact with each other: the night sky is blocked by the clouds and attenuated by the atmosphere * Ability to configure quality of the shader and turn the clouds on/off +* Moon + * Realistically lit moon influenced by the sun, resulting in different moon phases, including Earth blocking moon (new moon phase, and blood moon) +* Support for moon and ground textures, accurate textures included * Performance optimizations +## Bonus Features +* Raising the camera high on the Y axis brings the moon closer +* Moving the camera on the XZ axis (very far) changes the sky and ground texture position + ## Limitations * Performance heavy, especially with clouds on -* The camera must remain below the clouds (but is clamped to cloud height if it goes higher), since the clouds do not actully exist +* The camera must remain below the clouds (but is clamped to cloud height if it goes higher), since the clouds do not actually exist ## Improvements * For the sky precompute the optical depth between the sun and an arbitrary point along the ray (from Nishita's paper) * Add multiple scattering to clouds and sky -* Physical raytraced clouds, with better lighting (curently the clouds are evenly lit) +* Physical raytraced clouds, with better lighting (currently the clouds are evenly lit) * Better cloud density textures * Use cloud sample distance for cloud fog (currently uses distance to clouds) * Physically accurate ground material (currently the brightness is just a dot product to the sun) -* Better sun color saturation (currently some hacks are nessary to get the expected sun brightness and saturation) +* Better sun color saturation (currently some hacks are necessary to get the expected sun brightness and saturation) ## How to Use To implement this sky into a project -1. Copy the "NishitaSky" node from the main scene into a the project +1. Copy the "NishitaSky" node from the main scene into the project 2. In the "NishitaSky" node set "sun_object_path" variable to the desired directional light, do not make this directional light a child of the "NishitaSky" node 3. Create an "WorldEnvironment" node, set the sky material to the "nishita_sky" material 4. Click copy on the sky section of the "WorldEnvironment" node, and paste it into the "sky_material" section of the "NishitaSky" node. **THE MATERIALS MUST BE LINKED FOR THE SKY PARAMETERS TO BE THE SAME ON THE SCRIPT AND THE SHADER** @@ -72,5 +103,13 @@ To implement this sky into a project ## Todo * Fix clouds "jumping" after some time +* Clean up code * Rework sun saturation * Set WorldEnvironment fog color based on sky color +* Make stars move with the sun + * Position sun, stars, and moon using a real world date/time + +## Images +* Moon albedo image was rendered from [NASA](https://svs.gsfc.nasa.gov/cgi-bin/details.cgi?aid=4720) +* Night sky HDRI was underexposed and compressed to webp from [NASA](https://svs.gsfc.nasa.gov/4851#media_group_5169) +* Earth image was color corrected and converted to webp from [NASA](https://visibleearth.nasa.gov/images/74142/september-blue-marble-next-generation/74159l) diff --git a/Screenshots/.gdignore b/Screenshots/.gdignore new file mode 100644 index 0000000..e69de29 diff --git a/Screenshots/1 day.webp b/Screenshots/1 day.webp new file mode 100644 index 0000000..0caa996 Binary files /dev/null and b/Screenshots/1 day.webp differ diff --git a/Screenshots/10 earth from above sunset.webp b/Screenshots/10 earth from above sunset.webp new file mode 100644 index 0000000..7fe0664 Binary files /dev/null and b/Screenshots/10 earth from above sunset.webp differ diff --git a/Screenshots/2 sunset.webp b/Screenshots/2 sunset.webp new file mode 100644 index 0000000..1b6afa3 Binary files /dev/null and b/Screenshots/2 sunset.webp differ diff --git a/Screenshots/3 cloudy sky.webp b/Screenshots/3 cloudy sky.webp new file mode 100644 index 0000000..adf029d Binary files /dev/null and b/Screenshots/3 cloudy sky.webp differ diff --git a/Screenshots/4 partial eclipse.webp b/Screenshots/4 partial eclipse.webp new file mode 100644 index 0000000..7838148 Binary files /dev/null and b/Screenshots/4 partial eclipse.webp differ diff --git a/Screenshots/5 full eclipse.webp b/Screenshots/5 full eclipse.webp new file mode 100644 index 0000000..a68f835 Binary files /dev/null and b/Screenshots/5 full eclipse.webp differ diff --git a/Screenshots/6 blood moon.webp b/Screenshots/6 blood moon.webp new file mode 100644 index 0000000..3b08f41 Binary files /dev/null and b/Screenshots/6 blood moon.webp differ diff --git a/Screenshots/7 night sky with clouds.webp b/Screenshots/7 night sky with clouds.webp new file mode 100644 index 0000000..0fcb77a Binary files /dev/null and b/Screenshots/7 night sky with clouds.webp differ diff --git a/Screenshots/8 night sky without clouds.webp b/Screenshots/8 night sky without clouds.webp new file mode 100644 index 0000000..f3bcf73 Binary files /dev/null and b/Screenshots/8 night sky without clouds.webp differ diff --git a/Screenshots/9 earth from above.webp b/Screenshots/9 earth from above.webp new file mode 100644 index 0000000..7ad3ba9 Binary files /dev/null and b/Screenshots/9 earth from above.webp differ diff --git a/earth albedo.webp b/earth albedo.webp new file mode 100644 index 0000000..3bc73ce Binary files /dev/null and b/earth albedo.webp differ diff --git a/earth albedo.webp.import b/earth albedo.webp.import new file mode 100644 index 0000000..4097efe --- /dev/null +++ b/earth albedo.webp.import @@ -0,0 +1,35 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://bhpaqsnerf2bw" +path.bptc="res://.godot/imported/earth albedo.webp-487e903020ebde7daefa19f384bb1069.bptc.ctex" +metadata={ +"imported_formats": ["s3tc_bptc"], +"vram_texture": true +} + +[deps] + +source_file="res://earth albedo.webp" +dest_files=["res://.godot/imported/earth albedo.webp-487e903020ebde7daefa19f384bb1069.bptc.ctex"] + +[params] + +compress/mode=2 +compress/high_quality=true +compress/lossy_quality=0.7 +compress/hdr_compression=1 +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=true +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=0 diff --git a/fps_counter.gd b/fps_counter.gd index df879a5..3a617e5 100644 --- a/fps_counter.gd +++ b/fps_counter.gd @@ -1,10 +1,22 @@ extends Label + func _ready(): - $"/root/Main/Camera3D".position.y = pow($"%HeightSlider".value, 4.0)-$"/root/Main/WorldEnvironment".environment.sky.sky_material.get_shader_parameter("Height")+1.0 + $"/root/Main/Camera3D".position.y = ( + pow($"%HeightSlider".value, 4.0) + - $"/root/Main/WorldEnvironment".environment.sky.sky_material.get_shader_parameter("Height") + + 1.0 + ) + func _process(delta: float) -> void: set_text("FPS: " + str(Engine.get_frames_per_second())) + get_node("/root/Main/Moon Holder/Moon").transform.rotated(Vector3.UP, delta) + func _on_height_slider_value_changed(value): - $"/root/Main/Camera3D".position.y = pow(value, 4.0)-$"/root/Main/WorldEnvironment".environment.sky.sky_material.get_shader_parameter("Height")+1.0 + $"/root/Main/Camera3D".position.y = ( + pow(value, 4.0) + - $"/root/Main/WorldEnvironment".environment.sky.sky_material.get_shader_parameter("Height") + + 1.0 + ) diff --git a/godot-volumetric-cloud-demo textures/LICENSE.md b/godot-volumetric-cloud-demo textures/LICENSE.md index a25ab68..7b54c4a 100644 --- a/godot-volumetric-cloud-demo textures/LICENSE.md +++ b/godot-volumetric-cloud-demo textures/LICENSE.md @@ -5,4 +5,4 @@ Permission is hereby granted, free of charge, to any person obtaining a copy of The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. \ No newline at end of file +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. diff --git a/godot-volumetric-cloud-demo textures/perlworlnoise.tga.import b/godot-volumetric-cloud-demo textures/perlworlnoise.tga.import index 71446f1..3cb08ba 100644 --- a/godot-volumetric-cloud-demo textures/perlworlnoise.tga.import +++ b/godot-volumetric-cloud-demo textures/perlworlnoise.tga.import @@ -3,22 +3,23 @@ importer="3d_texture" type="CompressedTexture3D" uid="uid://dbfbysid168mx" -path="res://.godot/imported/perlworlnoise.tga-b9f270f21ab5670cff551f6d1621ed1d.ctex3d" +path.bptc="res://.godot/imported/perlworlnoise.tga-c779d624a992ed3ab2c0ac1ff9dc86ba.bptc.ctex3d" metadata={ -"vram_texture": false +"imported_formats": ["s3tc_bptc"], +"vram_texture": true } [deps] -source_file="res://godot-volumetric-cloud-demo-main/perlworlnoise.tga" -dest_files=["res://.godot/imported/perlworlnoise.tga-b9f270f21ab5670cff551f6d1621ed1d.ctex3d"] +source_file="res://godot-volumetric-cloud-demo textures/perlworlnoise.tga" +dest_files=["res://.godot/imported/perlworlnoise.tga-c779d624a992ed3ab2c0ac1ff9dc86ba.bptc.ctex3d"] [params] -compress/mode=3 +compress/mode=2 +compress/high_quality=true compress/lossy_quality=0.7 compress/hdr_compression=1 -compress/bptc_ldr=0 compress/channel_pack=0 mipmaps/generate=true mipmaps/limit=-1 diff --git a/godot-volumetric-cloud-demo textures/weather.bmp.import b/godot-volumetric-cloud-demo textures/weather.bmp.import index e4b15b9..f81c244 100644 --- a/godot-volumetric-cloud-demo textures/weather.bmp.import +++ b/godot-volumetric-cloud-demo textures/weather.bmp.import @@ -3,26 +3,25 @@ importer="texture" type="CompressedTexture2D" uid="uid://dfkye0uf4i6w1" -path.s3tc="res://.godot/imported/weather.bmp-409063809cd2b4d1d20a0208167a841e.s3tc.ctex" -path.etc2="res://.godot/imported/weather.bmp-409063809cd2b4d1d20a0208167a841e.etc2.ctex" +path.bptc="res://.godot/imported/weather.bmp-875d1f4c165bb883d17be4b13da6595f.bptc.ctex" metadata={ -"imported_formats": ["s3tc", "etc2"], +"imported_formats": ["s3tc_bptc"], "vram_texture": true } [deps] -source_file="res://godot-volumetric-cloud-demo-main/weather.bmp" -dest_files=["res://.godot/imported/weather.bmp-409063809cd2b4d1d20a0208167a841e.s3tc.ctex", "res://.godot/imported/weather.bmp-409063809cd2b4d1d20a0208167a841e.etc2.ctex"] +source_file="res://godot-volumetric-cloud-demo textures/weather.bmp" +dest_files=["res://.godot/imported/weather.bmp-875d1f4c165bb883d17be4b13da6595f.bptc.ctex"] [params] compress/mode=2 +compress/high_quality=true compress/lossy_quality=0.7 compress/hdr_compression=1 -compress/bptc_ldr=0 compress/normal_map=0 -compress/channel_pack=0 +compress/channel_pack=1 mipmaps/generate=false mipmaps/limit=-1 roughness/mode=0 diff --git a/godot-volumetric-cloud-demo textures/worlnoise.bmp.import b/godot-volumetric-cloud-demo textures/worlnoise.bmp.import index 028232c..80eb68d 100644 --- a/godot-volumetric-cloud-demo textures/worlnoise.bmp.import +++ b/godot-volumetric-cloud-demo textures/worlnoise.bmp.import @@ -3,24 +3,23 @@ importer="3d_texture" type="CompressedTexture3D" uid="uid://c4dp6g6gouj2b" -path.etc2="res://.godot/imported/worlnoise.bmp-1f9acdf96caf7345cd4596da56bb527c.etc2.ctex3d" -path.s3tc="res://.godot/imported/worlnoise.bmp-1f9acdf96caf7345cd4596da56bb527c.s3tc.ctex3d" +path.bptc="res://.godot/imported/worlnoise.bmp-07c9d5c2e8f73e8a112f07c06bc532f3.bptc.ctex3d" metadata={ -"imported_formats": ["etc2", "s3tc"], +"imported_formats": ["s3tc_bptc"], "vram_texture": true } [deps] -source_file="res://godot-volumetric-cloud-demo-main/worlnoise.bmp" -dest_files=["res://.godot/imported/worlnoise.bmp-1f9acdf96caf7345cd4596da56bb527c.etc2.ctex3d", "res://.godot/imported/worlnoise.bmp-1f9acdf96caf7345cd4596da56bb527c.s3tc.ctex3d"] +source_file="res://godot-volumetric-cloud-demo textures/worlnoise.bmp" +dest_files=["res://.godot/imported/worlnoise.bmp-07c9d5c2e8f73e8a112f07c06bc532f3.bptc.ctex3d"] [params] compress/mode=2 +compress/high_quality=true compress/lossy_quality=0.7 compress/hdr_compression=1 -compress/bptc_ldr=0 compress/channel_pack=0 mipmaps/generate=true mipmaps/limit=-1 diff --git a/icon.svg.import b/icon.svg.import index cfe3dd0..dc6b88a 100644 --- a/icon.svg.import +++ b/icon.svg.import @@ -3,25 +3,26 @@ importer="texture" type="CompressedTexture2D" uid="uid://c4hd3ttt8f2x8" -path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex" +path.s3tc="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.s3tc.ctex" metadata={ -"vram_texture": false +"imported_formats": ["s3tc_bptc"], +"vram_texture": true } [deps] source_file="res://icon.svg" -dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"] +dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.s3tc.ctex"] [params] -compress/mode=0 +compress/mode=2 +compress/high_quality=false compress/lossy_quality=0.7 compress/hdr_compression=1 -compress/bptc_ldr=0 compress/normal_map=0 compress/channel_pack=0 -mipmaps/generate=false +mipmaps/generate=true mipmaps/limit=-1 roughness/mode=0 roughness/src_normal="" @@ -31,7 +32,7 @@ process/normal_map_invert_y=false process/hdr_as_srgb=false process/hdr_clamp_exposure=false process/size_limit=0 -detect_3d/compress_to=1 +detect_3d/compress_to=0 svg/scale=1.0 editor/scale_with_editor_scale=false editor/convert_colors_with_editor_theme=false diff --git a/main.tscn b/main.tscn index 5ac8c1d..281dc11 100644 --- a/main.tscn +++ b/main.tscn @@ -37,6 +37,7 @@ sky_material = ExtResource("2_txcwo") [sub_resource type="Environment" id="Environment_fb38y"] background_mode = 2 +background_intensity = 100000.0 sky = SubResource("Sky_dunn8") tonemap_mode = 2 tonemap_white = 16.0 @@ -51,7 +52,6 @@ glow_levels/4 = 2.0 glow_levels/6 = 0.5 glow_levels/7 = 0.25 glow_normalized = true -glow_bloom = 1.0 glow_hdr_threshold = 0.0 [sub_resource type="CameraAttributesPhysical" id="CameraAttributesPhysical_5vtap"] @@ -85,19 +85,39 @@ albedo_color = Color(0.286275, 0.701961, 0.294118, 1) [node name="Main" type="Node3D"] [node name="NishitaSky" type="Node3D" parent="."] -transform = Transform3D(1, 0, 0, 0, -0.471007, 0.882119, 0, -0.882119, -0.471007, 0, 0, 0) +transform = Transform3D(0.85681, -0.48743, 0.168147, 0.324956, 0.763631, 0.557873, -0.400348, -0.423352, 0.812679, 0, 0, 0) script = ExtResource("1_jf2ik") sky_material = ExtResource("2_txcwo") -sun_object_path = NodePath("../DirectionalLight3D") +sun_object_path = NodePath("../Sun") +moon_object_path = NodePath("../Moon Holder/Moon") sun_gradient = SubResource("GradientTexture1D_b4qlm") sun_cloud_gradient = SubResource("GradientTexture1D_hfemd") sun_cloud_ambient_gradient = SubResource("GradientTexture1D_ihvx1") sun_cloud_ground_gradient = SubResource("GradientTexture1D_xb4xe") -[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."] -transform = Transform3D(1, 0, 0, 0, -0.471011, 0.882126, 0, -0.882126, -0.471011, 0, 0, 0) -light_color = Color(0.92075, 0.92075, 0.92075, 1) -light_angular_distance = 0.53 +[node name="Press F - Space" type="Node3D" parent="."] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1e+07, 0) + +[node name="Press F - Space Other Side" type="Node3D" parent="."] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.00188e+07, 1e+07, 0) + +[node name="Press F - Space Other Side 2" type="Node3D" parent="."] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1e+07, 1.00188e+07) + +[node name="Sun" type="DirectionalLight3D" parent="."] +transform = Transform3D(0.856811, -0.487443, 0.168152, 0.324956, 0.763651, 0.557889, -0.400348, -0.423363, 0.812702, 0, 0, 0) +light_color = Color(0.916235, 0.916235, 0.916235, 1) +light_angular_distance = 2.35 +shadow_enabled = true +directional_shadow_blend_splits = true + +[node name="Moon Holder" type="Node3D" parent="."] +transform = Transform3D(0.793073, -0.0738335, -0.604635, 0.498952, 0.648125, 0.575309, 0.349402, -0.757946, 0.55085, 0, 0, 0) + +[node name="Moon" type="DirectionalLight3D" parent="Moon Holder"] +visible = false +light_intensity_lux = 1000.0 +light_color = Color(0.918936, 0.918936, 0.918936, 1) shadow_enabled = true directional_shadow_blend_splits = true @@ -106,6 +126,7 @@ environment = SubResource("Environment_fb38y") camera_attributes = SubResource("CameraAttributesPhysical_5vtap") [node name="MeshInstance3D" type="MeshInstance3D" parent="."] +visible = false mesh = SubResource("PlaneMesh_7tyt4") surface_material_override/0 = SubResource("StandardMaterial3D_34618") @@ -128,10 +149,12 @@ skeleton = NodePath("../..") surface_material_override/0 = SubResource("StandardMaterial3D_70bv0") [node name="Camera3D" type="Camera3D" parent="."] -transform = Transform3D(0.866025, 0, -0.5, 0, 1, 0, 0.5, 0, 0.866025, 0, 0, 0) +transform = Transform3D(-0.948323, 0.133597, 0.287809, 0, 0.907044, -0.421036, -0.317304, -0.399278, -0.860171, 0, 0, 0) cull_mask = 1048574 +fov = 90.0 [node name="Control" type="Control" parent="."] +visible = false layout_mode = 3 anchors_preset = 15 anchor_right = 1.0 diff --git a/moon albedo.webp b/moon albedo.webp new file mode 100644 index 0000000..1f68389 Binary files /dev/null and b/moon albedo.webp differ diff --git a/moon albedo.webp.import b/moon albedo.webp.import new file mode 100644 index 0000000..0732064 --- /dev/null +++ b/moon albedo.webp.import @@ -0,0 +1,35 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://cendachjh3ous" +path.bptc="res://.godot/imported/moon albedo.webp-bb75edb645552e5cfb7fd5d75e51743f.bptc.ctex" +metadata={ +"imported_formats": ["s3tc_bptc"], +"vram_texture": true +} + +[deps] + +source_file="res://moon albedo.webp" +dest_files=["res://.godot/imported/moon albedo.webp-bb75edb645552e5cfb7fd5d75e51743f.bptc.ctex"] + +[params] + +compress/mode=2 +compress/high_quality=true +compress/lossy_quality=0.7 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=1 +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=true +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=0 diff --git a/nishita_sky.gdshader b/nishita_sky.gdshader index d9b3f58..79b1b58 100644 --- a/nishita_sky.gdshader +++ b/nishita_sky.gdshader @@ -1,134 +1,171 @@ shader_type sky; render_mode use_half_res_pass, use_quarter_res_pass; -//These properties are precomputed by the NishitaSky script, and cannot be modified +// These properties are precomputed by the NishitaSky script, and cannot be modified uniform float precomputed_sun_visible = 1.0; uniform float precomputed_sun_enabled = 1.0; +uniform mat3 precomputed_moon_dir = mat3(0.0); uniform vec3 precomputed_sun_dir = vec3(1.0, 0.0, 0.0); uniform vec3 precomputed_sun_color : source_color = vec3(1.0); uniform vec3 precomputed_Atmosphere_sun : source_color = vec3(0.0); uniform vec3 precomputed_Atmosphere_ambient : source_color = vec3(0.0); uniform vec3 precomputed_Atmosphere_ground : source_color = vec3(0.0); +uniform float precomputed_sun_size + : hint_range(0, 90.0) = 9.250245035569947e-03; +uniform float precomputed_sun_energy = 1.0; +uniform float precomputed_background_intensity = 1.0; -//Controls the scattering responsible for the blue color of a real life sky +// Controls the scattering responsible for the blue color of a real life sky uniform vec3 rayleigh_color = vec3(0.258928571428571, 0.580357142857143, 1.0); -uniform float rayleigh : hint_range(0, 64) = 1.0; // higher values absorb more rayleigh_color, more blue by default +uniform float rayleigh + : hint_range(0, 64) = + 1.0; // higher values absorb more rayleigh_color, more blue by default -//Controls the scattering responsible for the white horizon of a real life sky +// Controls the scattering responsible for the white horizon of a real life sky uniform vec3 mie_color = vec3(1.0, 1.0, 1.0); -uniform float mie : hint_range(0, 64) = 1.0; // higher values make a "foggy" atmosphere +uniform float mie + : hint_range(0, 64) = 1.0; // higher values make a "foggy" atmosphere uniform float mie_eccentricity : hint_range(-1, 0.99999) = 0.76; -//Sample counts for different parts of the sky -uniform int atmosphere_samples_max = 32; //maximum allowed atmosphere samples per pixel -uniform int atmosphere_samples_min = 12; //minimum allowed atmosphere samples per pixel -uniform float atmosphere_samples_horizon_bias = 0.5; //lower values bias more samples towards the horizon -uniform int atmosphere_sun_samples = 32; //extra samples around sun, does not exceed maximum -uniform int atmosphere_light_samples = 8; //scattering samples from each direction towards the sun +// Sample counts for different parts of the sky +uniform int atmosphere_samples_max = + 32; // maximum allowed atmosphere samples per pixel +uniform int atmosphere_samples_min = + 12; // minimum allowed atmosphere samples per pixel +uniform float atmosphere_samples_horizon_bias = + 0.5; // lower values bias more samples towards the horizon +uniform int atmosphere_sun_samples = + 32; // extra samples around sun, does not exceed maximum +uniform int atmosphere_light_samples = + 8; // scattering samples from each direction towards the sun uniform float turbidity : hint_range(0, 1000) = 1.0; uniform vec3 ground_color : source_color = vec3(0.1, 0.07, 0.034); -//Brightness controls -uniform float intensity = 10.0; //Intensity of sky. Does not affect clouds -uniform float sun_brightness = 100000.0; //brightness of only the solar disk -uniform float ground_brightness = 0.5; -uniform float night_sky_brightness = 0.001; +// Brightness controls +uniform float intensity = 10.0; // Intensity of sky. Does not affect clouds +uniform float sun_brightness = 10000.0; // brightness of only the solar disk +uniform float ground_brightness = 1.0; +uniform float night_sky_brightness = 1000.0; -//Night sky texture +// Night sky texture uniform sampler2D night_sky : source_color, hint_default_black; -//Height of viewer above the atmosphere, in addition to the camera's y position. Does not affect cloud height +uniform sampler2D ground_texture : source_color, hint_default_white; +uniform vec3 ground_rotation = vec3(0.0); + +uniform vec3 moon_eclipse_color : source_color = vec3(1.0, 0.1, 0.0); +uniform float moon_size_mult = 1.0; +uniform sampler2D moon_texture : source_color, hint_default_black; + +// Height of viewer above the atmosphere, in addition to the camera's y +// position. Does not affect cloud height uniform float Height = 1000.0; uniform float earthRadius = 6360e3; +uniform float moonRadius = 1738e3; +uniform float moonDistance = 384400e3; uniform float atmosphereRadius = 6420e3; -uniform float rayleighScaleHeight = 7994.0; // Scale height for Rayleigh scattering +uniform float rayleighScaleHeight = + 7994.0; // Scale height for Rayleigh scattering uniform float mieScaleHeight = 1200.0; // Scale height for Mie scattering const float BetaRScale = 22.4e-6; const float BetaMScale = 20e-6; -//const vec3 BetaR = vec3(5.8e-6,13.0e-6,22.4e-6); -//const vec3 BetaM = vec3(20e-6); +// const vec3 BetaR = vec3(5.8e-6,13.0e-6,22.4e-6); +// const vec3 BetaM = vec3(20e-6); -//dir is normalized -vec3 solve_quadratic(vec3 origin, vec3 dir, float Radius){ +// dir is normalized +vec3 solve_quadratic(vec3 origin, vec3 dir, float Radius) { float b = 2.0 * dot(dir, origin); float c = dot(origin, origin) - Radius * Radius; - float d = b*b - 4.0 * c; + float d = b * b - 4.0 * c; float dsqrt = sqrt(d); float x1 = (-b + dsqrt) * 0.5; float x2 = (-b - dsqrt) * 0.5; return vec3(x1, x2, d); } -vec3[4] atmosphere(vec3 dir, vec3 pos){ +vec3[5] atmosphere(vec3 dir, vec3 pos) { vec3 SunDirection = precomputed_sun_dir; - vec3 begin = vec3(0.0); + vec3 start = vec3(0.0); vec3 end = vec3(0.0); - vec3 cameraPos = vec3(0,earthRadius + Height + max(0.0, pos.y),0); - begin = cameraPos; + vec3 cameraPos = vec3(0, earthRadius + Height + max(0.0, pos.y), 0); + start = cameraPos; vec3 d1 = solve_quadratic(cameraPos, dir, atmosphereRadius); // Find atmosphere end point, exit if no intersection - if (d1.x > d1.y && d1.x > 0.0){ + if (d1.x > d1.y && d1.x > 0.0) { end = cameraPos + dir * d1.x; - // If the ray starts outside the atmosphere, set the origin to the edge of the atmosphere - if (d1.y > 0.0){ - begin = cameraPos + dir * d1.y; + // If the ray starts outside the atmosphere, set the origin to the edge + // of the atmosphere + if (d1.y > 0.0) { + start = cameraPos + dir * d1.y; } } else { - return {vec3(0.0), vec3(1.0), vec3(0.0), vec3(1.0) }; + return {vec3(0.0), vec3(1.0), vec3(0.0), vec3(1.0), end}; } float ground = 0.0; - // Check if ray intersects with ground, and set the end point to the ground if it intersects + // Check if ray intersects with ground, and set the end point to the ground + // if it intersects vec3 d2 = solve_quadratic(cameraPos, dir, earthRadius); - if (d2.x > 0.0 && d2.y > 0.0){ - end = cameraPos + dir * d2.y; ground=1.0; // enable ground -// end = cameraPos + dir * d1.y; // optionally disable ground, buggy at high altitudes and low sample counts, set a higher height instead. -// return {vec3(0.0), vec3(1.0), vec3(1.0), vec3(1.0) }; // optionally disable atmosphere lighting, must set ground brightness to 0 as well. + if (d2.x > 0.0 && d2.y > 0.0) { + end = cameraPos + dir * d2.y; + ground = 1.0; // enable ground + //end = cameraPos + dir * d1.y; // optionally disable ground, buggy at high altitudes and low sample counts, set a higher height instead. + //return {vec3(0.0), vec3(1.0), vec3(1.0), vec3(1.0), end}; // optionally disable atmosphere lighting, must set ground brightness to 0 as well. } vec3 SumR = vec3(0.0); vec3 SumM = vec3(0.0); float mu = dot(dir, SunDirection); float phaseR = (3.0 / (16.0 * PI)) * (1.0 + mu * mu); - float phaseM = (3.0 / (8.0 * PI)) * ((1.0 - mie_eccentricity*mie_eccentricity) * (1.0 + mu * mu) / ((2.0 + mie_eccentricity * mie_eccentricity) * pow(1.0 + mie_eccentricity * mie_eccentricity - 2.0 * mie_eccentricity * mu, 1.5))); + float phaseM = + (3.0 / (8.0 * PI)) * + ((1.0 - mie_eccentricity * mie_eccentricity) * (1.0 + mu * mu) / + ((2.0 + mie_eccentricity * mie_eccentricity) * + pow(1.0 + mie_eccentricity * mie_eccentricity - + 2.0 * mie_eccentricity * mu, + 1.5))); - float segmentLength = distance (begin, end); + float segmentLength = distance(start, end); float horizon = sin(acos(earthRadius / (earthRadius + Height))); // Bias atmosphere samples towards sun and horizon - float weighted_atmosphere_samples = ceil(clamp( - (max(clamp(1.0 - pow(abs(dir.y + horizon), atmosphere_samples_horizon_bias), 0.0, 1.0) - * float(atmosphere_samples_max) - , pow(max(mu, 0.0), 3.0) * float(atmosphere_sun_samples)) - ), float(atmosphere_samples_min), float(atmosphere_samples_max))); + float weighted_atmosphere_samples = ceil( + clamp((max(clamp(1.0 - pow(abs(dir.y + horizon), + atmosphere_samples_horizon_bias), + 0.0, 1.0) * + float(atmosphere_samples_max), + pow(max(mu, 0.0), 3.0) * float(atmosphere_sun_samples))), + float(atmosphere_samples_min), float(atmosphere_samples_max))); segmentLength /= weighted_atmosphere_samples; float opticalDepthR = 0.0; - float opticalDepthM = 0.0; + float opticalDepthM = 0.0; vec3 atmosphere_atten = vec3(0.0); - vec3 BetaR = rayleigh_color * BetaRScale * rayleigh; - vec3 BetaM = mie_color * BetaMScale * mie; - + vec3 BetaR = rayleigh_color * BetaRScale * rayleigh; + vec3 BetaM = mie_color * BetaMScale * mie; for (float i = 0.5; i < weighted_atmosphere_samples + 0.5; i++) { - vec3 Px = begin + dir * segmentLength * i; + vec3 Px = start + dir * segmentLength * i; float sampleHeight = length(Px) - earthRadius; - float Hr_sample = exp(-sampleHeight / (rayleighScaleHeight * turbidity)) * segmentLength; - float Hm_sample = exp(-sampleHeight / (mieScaleHeight * turbidity)) * segmentLength; + float Hr_sample = + exp(-sampleHeight / (rayleighScaleHeight * turbidity)) * + segmentLength; + float Hm_sample = + exp(-sampleHeight / (mieScaleHeight * turbidity)) * segmentLength; opticalDepthR += Hr_sample; opticalDepthM += Hm_sample; - - if (precomputed_sun_enabled<0.5) + + if (precomputed_sun_enabled < 0.5) continue; float opticalDepthLR = 0.0; @@ -137,29 +174,36 @@ vec3[4] atmosphere(vec3 dir, vec3 pos){ vec3 d3 = solve_quadratic(Px, SunDirection, atmosphereRadius); vec3 d4 = solve_quadratic(Px, SunDirection, earthRadius); - // Ignore sample if sun is below horizon, used for performance boost at night time. Also fixes spots at edges at high altitudes + // Ignore sample if sun is below horizon, used for performance boost at + // night time. Also fixes spots at edges at high altitudes if ((d4.x > 0.0 && d4.y > 0.0) || d3.z < 0.0) continue; - float segmentLengthL = max(d3.x, d3.y) / float(atmosphere_light_samples); + float segmentLengthL = + max(d3.x, d3.y) / float(atmosphere_light_samples); int j2 = 0; for (float j = 0.5; j < float(atmosphere_light_samples) + 0.5; j++) { - float sampleHeightL = length(Px + SunDirection * segmentLengthL * j) - earthRadius; + float sampleHeightL = + length(Px + SunDirection * segmentLengthL * j) - earthRadius; - // Ignore light samples inside planet, used for performance boost at night time + // Ignore light samples inside planet, used for performance boost at + // night time if (sampleHeightL < 0.0) break; - opticalDepthLR += exp(-sampleHeightL/(rayleighScaleHeight*turbidity)); - opticalDepthLM += exp(-sampleHeightL/(mieScaleHeight*turbidity)); + opticalDepthLR += + exp(-sampleHeightL / (rayleighScaleHeight * turbidity)); + opticalDepthLM += + exp(-sampleHeightL / (mieScaleHeight * turbidity)); j2++; } // Attenuation - if (j2 == atmosphere_light_samples){ + if (j2 == atmosphere_light_samples) { opticalDepthLR *= segmentLengthL; opticalDepthLM *= segmentLengthL; - vec3 tau = BetaR * (opticalDepthR + opticalDepthLR) + BetaM * 1.1 * (opticalDepthM + opticalDepthLM); + vec3 tau = BetaR * (opticalDepthR + opticalDepthLR) + + BetaM * 1.1 * (opticalDepthM + opticalDepthLM); vec3 attenuation = exp(-tau); atmosphere_atten += attenuation; @@ -167,28 +211,92 @@ vec3[4] atmosphere(vec3 dir, vec3 pos){ SumM += Hm_sample * attenuation; } } - - vec3 Sky = SumR * phaseR * BetaR + SumM * phaseM * BetaM; - return {Sky, atmosphere_atten, vec3(ground), exp(-(opticalDepthR * BetaR + opticalDepthM * BetaM)) }; + + vec3 Sky = SumR * phaseR * BetaR + SumM * phaseM * BetaM; + return {Sky, atmosphere_atten, vec3(ground), + exp(-(opticalDepthR * BetaR + opticalDepthM * BetaM)), end}; } -vec4[2] sample_sky(vec3 dir, vec3 pos){ - vec3[4] sky = atmosphere(dir, pos); - vec3 sun = vec3(0.0); - sun = - // Sun, with sun-specific attenuation - ( (vec3(1.0)-exp(-sky[1])) * max(max(dot(dir, precomputed_sun_dir), 0.0) - (cos(LIGHT0_SIZE * 0.5)), 0.0) * sun_brightness * (1.0 - sky[2].r) + +vec3 rotate(vec3 point, vec3 axis, float angle) { + float s = sin(angle); + float c = cos(angle); + float oc = 1.0 - c; - // ground, with generic attenuation - (vec3(1.0)-exp(-sky[3])) * ground_color * max(precomputed_sun_dir.y, 0.0) * sky[2].r * ground_brightness ) * LIGHT0_ENERGY ; - vec3 col = (sun + sky[0].xyz); - return {vec4(col * precomputed_sun_color, sky[2].r), vec4(sky[3] * (1.0 - sky[2].r), 1.0)}; + vec3 rotatedPoint; + rotatedPoint.x = point.x * (oc * axis.x * axis.x + c) + + point.y * (oc * axis.x * axis.y - axis.z * s) + + point.z * (oc * axis.x * axis.z + axis.y * s); + rotatedPoint.y = point.x * (oc * axis.x * axis.y + axis.z * s) + + point.y * (oc * axis.y * axis.y + c) + + point.z * (oc * axis.y * axis.z - axis.x * s); + rotatedPoint.z = point.x * (oc * axis.x * axis.z - axis.y * s) + + point.y * (oc * axis.y * axis.z + axis.x * s) + + point.z * (oc * axis.z * axis.z + c); + + return rotatedPoint; } +vec2 sphereToUV(vec3 point, vec3 rot) { + point = rotate(rotate(point, vec3(1.0, 0.0, 0.0), rot.x), + vec3(0.0, 1.0, 0.0), rot.y); + float theta = atan(point.x, point.y); + float phi = acos(-point.z / length(point)); + + vec2 uv = vec2((theta - (rot.z - 1.0)) * 0.5, // Rotate U + phi) / + PI; + + return uv; +} + +vec3 uvToSphere(vec2 uv) { + float theta = (1.0 - uv.x) * PI; + float phi = uv.y * TAU; + return vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta)); +} + +vec3 map_sphere_normal(vec3 x, vec3 y, vec3 z, vec2 point) { + return x * point.x + y * point.y + + z * sqrt(1.0 - point.x * point.x - point.y * point.y); +} + +vec4[4] sample_sky(vec3 dir, vec3 pos, float visiblity) { + vec3[5] sky = atmosphere(dir, pos); + + vec3 d2 = + solve_quadratic(vec3(0, earthRadius + Height + max(0.0, POSITION.y), 0), + dir, earthRadius); + vec3 end = sky[4] / earthRadius * 2.0; + vec2 uv = + sphereToUV(rotate(rotate(end, vec3(0.0, 0.0, 1.0), + pos.x * PI / (earthRadius + pos.y + Height)), + vec3(1.0, 0.0, 0.0), + pos.z * PI / (earthRadius + pos.y + Height)), + ground_rotation * 0.5); + + // Sun, with sun-specific attenuation + vec3 sun = (vec3(1.0) - exp(-sky[1])) * + max(max(dot(dir, precomputed_sun_dir), 0.0) - + (cos(precomputed_sun_size)), + 0.0) * + sun_brightness * (1.0 - sky[2].r) * visiblity * precomputed_sun_energy; + + // ground, with generic attenuation + vec3 ground = (vec3(1.0) - exp(-sky[3])) * ground_color * + texture(ground_texture, uv).xyz * sky[2].r * + ground_brightness; + ground *= clamp(dot(end, precomputed_sun_dir), 0.0, 1.0); + vec3 col = (ground + sky[0].xyz) * precomputed_sun_energy; + return {vec4(col * precomputed_sun_color, sky[2].r), + vec4(sky[3] * (1.0 - sky[2].r), 1.0), vec4(sun, 1.0), + vec4(end, 0.0)}; +} /* Begin Cloud Parameters */ -// Cloud Raymarching based on: A. Schneider. “The earthRadiusal-Time Volumetric Cloudscapes Of Horizon: Zero Dawn”. ACM SIGGRAPH. Los Angeles, CA: ACM SIGGRAPH, 2015. Web. 26 Aug. 2015. +// Cloud Raymarching based on: A. Schneider. “The earthRadiusal-Time Volumetric +// Cloudscapes Of Horizon: Zero Dawn”. ACM SIGGRAPH. Los Angeles, CA: ACM +// SIGGRAPH, 2015. Web. 26 Aug. 2015. uniform sampler3D worlnoise : filter_linear_mipmap, repeat_enable; uniform sampler3D perlworlnoise : filter_linear_mipmap, repeat_enable; @@ -204,19 +312,22 @@ uniform float _time_offset = 0.0; uniform float cloud_bottom = 1500.0; uniform float cloud_top = 4000.0; -uniform float cloud_brightness = 1.5; +uniform float cloud_brightness = 1.0; uniform float cloud_ambient_brightness = 0.5; // From: https://www.shadertoy.com/view/4sfGzS credit to iq float hash(vec3 p) { - p = fract( p * 0.3183099 + 0.1 ); + p = fract(p * 0.3183099 + 0.1); p *= 17.0; return fract(p.x * p.y * p.z * (p.x + p.y + p.z)); } -// Utility function that maps a value from one range to another. -float remap(float originalValue, float originalMin, float originalMax, float newMin, float newMax) { - return newMin + (((originalValue - originalMin) / (originalMax - originalMin)) * (newMax - newMin)); +// Utility function that maps a value from one range to another. +float remap(float originalValue, float originalMin, float originalMax, + float newMin, float newMax) { + return newMin + + (((originalValue - originalMin) / (originalMax - originalMin)) * + (newMax - newMin)); } // Phase function @@ -225,25 +336,27 @@ float henyey_greenstein(float cos_theta, float G) { return k * (1.0 - G * G) / (pow(1.0 + G * G - 2.0 * G * cos_theta, 1.5)); } - -float GetHeightFractionForPoint(float inPosition) { - float height_fraction = (inPosition - cloud_bottom - earthRadius) / (cloud_top - cloud_bottom); +float GetHeightFractionForPoint(float inPosition) { + float height_fraction = + (inPosition - cloud_bottom - earthRadius) / (cloud_top - cloud_bottom); return clamp(height_fraction, 0.0, 1.0); } -vec4 mixGradients(float cloudType){ +vec4 mixGradients(float cloudType) { const vec4 STRATUS_GRADIENT = vec4(0.02f, 0.05f, 0.09f, 0.11f); const vec4 STRATOCUMULUS_GRADIENT = vec4(0.02f, 0.2f, 0.48f, 0.625f); const vec4 CUMULUS_GRADIENT = vec4(0.01f, 0.0625f, 0.78f, 1.0f); float stratus = 1.0f - clamp(cloudType * 2.0f, 0.0, 1.0); float stratocumulus = 1.0f - abs(cloudType - 0.5f) * 2.0f; float cumulus = clamp(cloudType - 0.5f, 0.0, 1.0) * 2.0f; - return STRATUS_GRADIENT * stratus + STRATOCUMULUS_GRADIENT * stratocumulus + CUMULUS_GRADIENT * cumulus; + return STRATUS_GRADIENT * stratus + STRATOCUMULUS_GRADIENT * stratocumulus + + CUMULUS_GRADIENT * cumulus; } float densityHeightGradient(float heightFrac, float cloudType) { vec4 cloudGradient = mixGradients(cloudType); - return smoothstep(cloudGradient.x, cloudGradient.y, heightFrac) - smoothstep(cloudGradient.z, cloudGradient.w, heightFrac); + return smoothstep(cloudGradient.x, cloudGradient.y, heightFrac) - + smoothstep(cloudGradient.z, cloudGradient.w, heightFrac); } // Returns density at a given point @@ -253,28 +366,36 @@ float density(vec3 pip, vec3 weather, float mip) { vec3 p = pip; p.x += time * 1.0 * _time_scale + _time_offset; float height_fraction = GetHeightFractionForPoint(length(p)); - vec4 n = textureLod(perlworlnoise, p.xyz*0.00008, mip-2.0); - float fbm = n.g*0.625+n.b*0.25+n.a*0.125; + vec4 n = textureLod(perlworlnoise, p.xyz * 0.00008, mip - 2.0); + float fbm = n.g * 0.625 + n.b * 0.25 + n.a * 0.125; float G = densityHeightGradient(height_fraction, weather.r); - float base_cloud = remap(n.r, -(1.0-fbm), 1.0, 0.0, 1.0); - float weather_coverage = cloud_coverage*weather.b; - base_cloud = remap(base_cloud*G, 1.0-(weather_coverage), 1.0, 0.0, 1.0); + float base_cloud = remap(n.r, -(1.0 - fbm), 1.0, 0.0, 1.0); + float weather_coverage = cloud_coverage * weather.b; + base_cloud = remap(base_cloud * G, 1.0 - (weather_coverage), 1.0, 0.0, 1.0); base_cloud *= weather_coverage; p.xy -= time * 4.0 * _time_scale + _time_offset; - vec3 hn = textureLod(worlnoise, p*0.001, mip).rgb; - float hfbm = hn.r*0.625+hn.g*0.25+hn.b*0.125; - hfbm = mix(hfbm, 1.0-hfbm, clamp(height_fraction*4.0, 0.0, 1.0)); - base_cloud = remap(base_cloud, hfbm*0.4 * height_fraction, 1.0, 0.0, 1.0); - return pow(clamp(base_cloud, 0.0, 1.0), (1.0 - height_fraction) * 0.8 + 0.5); + vec3 hn = textureLod(worlnoise, p * 0.001, mip).rgb; + float hfbm = hn.r * 0.625 + hn.g * 0.25 + hn.b * 0.125; + hfbm = mix(hfbm, 1.0 - hfbm, clamp(height_fraction * 4.0, 0.0, 1.0)); + base_cloud = remap(base_cloud, hfbm * 0.4 * height_fraction, 1.0, 0.0, 1.0); + return pow(clamp(base_cloud, 0.0, 1.0), + (1.0 - height_fraction) * 0.8 + 0.5); } -vec4 march(vec3 pos, vec3 end, vec3 dir, int depth, float sun_visible, float true_density) { - const vec3 RANDOM_VECTORS[6] = {vec3( 0.38051305f, 0.92453449f, -0.02111345f),vec3(-0.50625799f, -0.03590792f, -0.86163418f),vec3(-0.32509218f, -0.94557439f, 0.01428793f),vec3( 0.09026238f, -0.27376545f, 0.95755165f),vec3( 0.28128598f, 0.42443639f, -0.86065785f),vec3(-0.16852403f, 0.14748697f, 0.97460106f)}; +vec4 march(vec3 pos, vec3 end, vec3 dir, int depth, float sun_visible, + float true_density) { + const vec3 RANDOM_VECTORS[6] = { + vec3(0.38051305f, 0.92453449f, -0.02111345f), + vec3(-0.50625799f, -0.03590792f, -0.86163418f), + vec3(-0.32509218f, -0.94557439f, 0.01428793f), + vec3(0.09026238f, -0.27376545f, 0.95755165f), + vec3(0.28128598f, 0.42443639f, -0.86065785f), + vec3(-0.16852403f, 0.14748697f, 0.97460106f)}; float T = 1.0; float alpha = 0.0; vec3 ldir = precomputed_sun_dir; float ss = length(dir); - dir = dir/ss; + dir = dir / ss; vec3 p = pos + hash(pos * 10.0) * ss; float t_dist = cloud_top - cloud_bottom; float lss = (t_dist / 36.0); @@ -282,31 +403,40 @@ vec4 march(vec3 pos, vec3 end, vec3 dir, int depth, float sun_visible, float tru float t = 1.0; float costheta = dot(ldir, dir); // Stack multiple phase functions to emulate some backscattering - float phase = max(max(henyey_greenstein(costheta, 0.6), henyey_greenstein(costheta, (0.4 - 1.4 * ldir.y))), henyey_greenstein(costheta, -0.2)); - vec3 atmosphere_sun = precomputed_Atmosphere_sun * ss * cloud_brightness * LIGHT0_ENERGY * phase; - vec3 atmosphere_ambient = precomputed_Atmosphere_ambient * cloud_ambient_brightness * intensity; - vec3 atmosphere_ground = precomputed_Atmosphere_ground*ground_color.xyz*ground_brightness * LIGHT0_ENERGY * intensity; + float phase = max(max(henyey_greenstein(costheta, 0.6), + henyey_greenstein(costheta, (0.4 - 1.4 * ldir.y))), + henyey_greenstein(costheta, -0.2)); + vec3 atmosphere_sun = precomputed_Atmosphere_sun * ss * cloud_brightness * + precomputed_sun_energy * phase; + vec3 atmosphere_ambient = + precomputed_Atmosphere_ambient * cloud_ambient_brightness * intensity; + vec3 atmosphere_ground = precomputed_Atmosphere_ground * ground_color.xyz * + ground_brightness * precomputed_sun_energy * + intensity; const float weather_scale = 0.00006; - float time = mod(TIME, 100.0) * 0.0003 * _time_scale + 0.005*_time_offset; + float time = mod(TIME, 10000.0) * 0.0003 * _time_scale + 0.005 * _time_offset; vec2 weather_pos = vec2(time * 0.9, time); for (int i = 0; i < depth; i++) { p += dir * ss; - vec3 weather_sample = texture(weathermap, p.xz * weather_scale + 0.5 + weather_pos).xyz; + vec3 weather_sample = + texture(weathermap, p.xz * weather_scale + 0.5 + weather_pos).xyz; float height_fraction = GetHeightFractionForPoint(length(p)); t = density(p, weather_sample, 0.0); - float dt = exp(-true_density*t*ss); + float dt = exp(-true_density * t * ss); T *= dt; vec3 lp = p; float lt = 1.0; float cd = 0.0; - if (t > 0.0) { //calculate lighting, but only when we are in the cloud + if (t > 0.0) { // calculate lighting, but only when we are in the cloud for (float j = 0.0; j < 6.0 * sun_visible; j++) { - lp += (ldir + RANDOM_VECTORS[int(j)]*j)*lss; - vec3 lweather = texture(weathermap, lp.xz * weather_scale + 0.5 + weather_pos).xyz; + lp += (ldir + RANDOM_VECTORS[int(j)] * j) * lss; + vec3 lweather = texture(weathermap, lp.xz * weather_scale + + 0.5 + weather_pos) + .xyz; lt = density(lp, lweather, j); cd += lt; } @@ -314,8 +444,10 @@ vec4 march(vec3 pos, vec3 end, vec3 dir, int depth, float sun_visible, float tru // Take a single distant sample lp = p + ldir * 18.0 * lss; float lheight_fraction = GetHeightFractionForPoint(length(lp)); - vec3 lweather = texture(weathermap, lp.xz * weather_scale + 0.5).xyz; - lt = pow(density(lp, lweather, 5.0), (1.0 - lheight_fraction) * 0.8 + 0.5); + vec3 lweather = + texture(weathermap, lp.xz * weather_scale + 0.5).xyz; + lt = pow(density(lp, lweather, 5.0), + (1.0 - lheight_fraction) * 0.8 + 0.5); cd += lt; // captures the direct lighting from the sun @@ -323,70 +455,219 @@ vec4 march(vec3 pos, vec3 end, vec3 dir, int depth, float sun_visible, float tru float beers2 = exp(-true_density * cd * lss * 0.25) * 0.7; float beers_total = max(beers, beers2); - vec3 ambient = mix(atmosphere_ground, atmosphere_ambient, smoothstep(0.0, 1.0, height_fraction)) * beers; -// vec3 ambient = mix(atmosphere_ground, vec3(1.0), smoothstep(0.0, 1.0, height_fraction)) * true_density * mix(atmosphere_ambient, vec3(1.0), 0.4); // * (ldir .y); + vec3 ambient = mix(atmosphere_ground, atmosphere_ambient, + smoothstep(0.0, 1.0, height_fraction)) * + beers; + // vec3 ambient = mix(atmosphere_ground, vec3(1.0), + //smoothstep(0.0, 1.0, height_fraction)) * true_density * + //mix(atmosphere_ambient, vec3(1.0), 0.4); // * (ldir .y); alpha += (1.0 - dt) * (1.0 - alpha); L += ((ambient + beers_total * atmosphere_sun) * alpha) * T * t; } } - return vec4(L*cloud_brightness, clamp(alpha, 0.0, 1.0)); + return vec4(L * cloud_brightness, clamp(alpha, 0.0, 1.0)); } /* End Cloud Parameters */ - void sky() { vec3 dir = EYEDIR; -// float sun_visible = precomputed_sun_visible * max(sign(precomputed_sun_dir.y + sin(acos(earthRadius / (earthRadius + cloud_top)) + LIGHT0_SIZE)), 0.0); + float sun_visible = + precomputed_sun_visible * + max(sign(precomputed_sun_dir.y + + sin(acos(earthRadius / (earthRadius + cloud_top)) + + precomputed_sun_size)), + 0.0); vec4 cloud_col = vec4(0.0); float cloud_fade_stars = 1.0; float cloud_fade = 1.0; bool AT_FULL_RES_PASS = !(AT_HALF_RES_PASS || AT_QUARTER_RES_PASS); + float horizon = + sin(acos(earthRadius / (earthRadius + max(POSITION.y, 0.0) + Height))); + float horizon_dist = dir.y + horizon; - if (clouds){ - - /* Begin Clouds */ - float horizon = sin(acos(earthRadius / (earthRadius + max(POSITION.y, 0.0) + Height))); - - if ((AT_CUBEMAP_PASS && AT_QUARTER_RES_PASS) || (!AT_CUBEMAP_PASS && AT_HALF_RES_PASS)){ - float true_density = pow(1.0-clamp((POSITION.y-cloud_bottom)/(cloud_top-cloud_bottom), 0.0, 1.0),2.0)*_density; + if (clouds) { + /* start Clouds */ + // if (POSITION.y < cloud_top){ + if ((AT_CUBEMAP_PASS && AT_QUARTER_RES_PASS) || + (!AT_CUBEMAP_PASS && AT_HALF_RES_PASS)) { + float true_density = + _density * pow(1.0 - clamp((POSITION.y - cloud_bottom) / + (cloud_top - cloud_bottom), + 0.0, 1.0), + 2.0); vec4 volume = vec4(0.0); - if (dir.y>-horizon && true_density>0.0){ - vec3 camPos = vec3(POSITION.x, min(POSITION.y, cloud_bottom) + earthRadius, POSITION.z); - float cloud_start_distance = solve_quadratic(camPos, dir, cloud_bottom + earthRadius).x; - float cloud_end_distance = solve_quadratic(camPos, dir, cloud_top + earthRadius).x; + if (horizon_dist > 0.0 && true_density > 0.0) { + vec3 camPos = + vec3(POSITION.x, min(POSITION.y, cloud_bottom) + earthRadius, POSITION.z); + vec3 d1 = solve_quadratic(camPos, dir, cloud_top + earthRadius); + vec3 d2 = + solve_quadratic(camPos, dir, cloud_bottom + earthRadius); + float cloud_start_distance = d2.x; + float cloud_end_distance = d1.x; vec3 start = camPos + dir * cloud_start_distance; vec3 end = camPos + dir * cloud_end_distance; - float shelldist = (cloud_end_distance-cloud_start_distance); - - - - // Take more steps towards horizon, less steps in foggy clouds, and less steps at night - float steps = ceil(mix(float(cloud_samples_horizon) * (1.0 - 0.25 * (1.0 - precomputed_sun_visible * (1.0-cloud_coverage))), - float(cloud_samples_sky) * (1.0 - 0.25 * (1.0 - precomputed_sun_visible)), - sqrt(clamp(dir.y+horizon, 0.0, 1.0))) ); + + /*// Find atmosphere end point, exit if no intersection + if (d1.x > d1.y && d1.x > 0.0){ + end = camPos + dir * d1.x; + + // If the ray starts outside the atmosphere, set the origin + to the edge of the atmosphere if (d1.y > 0.0){ start = camPos + + dir * d1.y; + } + }*/ + + float shelldist = (cloud_end_distance - cloud_start_distance); + + // Take more steps towards horizon, less steps in foggy clouds, + // and less steps at night + float steps = ceil(mix( + float(cloud_samples_horizon) * + (1.0 - + 0.25 * (1.0 - sun_visible * (1.0 - cloud_coverage))), + float(cloud_samples_sky) * + (1.0 - 0.25 * (1.0 - sun_visible)), + sqrt(clamp(dir.y + horizon, 0.0, 1.0)))); vec3 raystep = dir * shelldist / steps; - volume = march(start, end, raystep, int(steps), precomputed_sun_visible, true_density )*vec4(precomputed_sun_color, 1.0); - volume.xyz *= precomputed_sun_visible; + volume = march(start, end, raystep, int(steps), + precomputed_sun_visible, true_density); + volume.xyz *= precomputed_sun_visible * precomputed_sun_color; } COLOR = volume.xyz; - ALPHA = volume.w; - } else if (AT_FULL_RES_PASS){ + ALPHA = clamp(volume.w, 0.0, 1.0); + } else if (AT_FULL_RES_PASS) { cloud_fade = clamp(dir.y, 0.0, 1.0); - cloud_fade_stars = clamp(dir.y+horizon, 0.0, 1.0); + cloud_fade_stars = clamp(horizon_dist, 0.0, 1.0); cloud_col = AT_CUBEMAP_PASS ? QUARTER_RES_COLOR : HALF_RES_COLOR; } + // } /* End Clouds */ - } - if (AT_FULL_RES_PASS){ - vec4[2] background = sample_sky(dir, POSITION); - vec3 col_stars = texture(night_sky, SKY_COORDS ).xyz * night_sky_brightness * background[1].xyz; - vec3 col = background[0].xyz * intensity * precomputed_sun_enabled; + float moon_size = + (moonRadius / + length((moonDistance + earthRadius) * precomputed_moon_dir[2] - + vec3(0.0, POSITION.y + earthRadius + Height, 0.0)) * + 2.0) * + moon_size_mult; - COLOR = col*(1.0-cloud_col.a*cloud_fade_stars) + cloud_col.xyz*cloud_fade + col_stars * (1.0-cloud_col.a)*cloud_fade_stars; + float sun_visibility = 1.0 - clamp((dot(EYEDIR, precomputed_moon_dir[2]) - + sqrt(1.0 - 0.25 * (moon_size / 45.0))) * + 100000.0, + 0.0, 1.0); + + if (AT_FULL_RES_PASS) { + vec4[4] background = sample_sky(dir, POSITION, sun_visibility); + vec4 col_moon = vec4(vec3(0.0), 0.0); + vec2 moon_cord = vec2(dot(EYEDIR, precomputed_moon_dir[1]), + dot(EYEDIR, precomputed_moon_dir[0])) / + sqrt(moon_size / 45.0); + + vec3 moon_to_sun = precomputed_sun_dir; + if (dot(EYEDIR, precomputed_moon_dir[2]) > + sqrt(1.0 - 0.25 * (moon_size / 45.0))) { + vec3 moon_normal = normalize(map_sphere_normal( + precomputed_moon_dir[1], precomputed_moon_dir[0], + -precomputed_moon_dir[2] * 0.5, moon_cord * 2.0)); + float earth_shadow_sharpness = 200.0; + col_moon = texture(moon_texture, vec2(0.5) - moon_cord.yx); + float moon_dist_earth_ratio = + 1.0 - atan(earthRadius / (moonDistance + earthRadius)) / TAU; + float moon_eclipse = (clamp((moon_dist_earth_ratio - + max(dot(-normalize( + precomputed_moon_dir[2] * + (earthRadius + moonDistance) + + vec3(0.0, POSITION.y + earthRadius + Height, + 0.0)), + normalize(precomputed_sun_dir)), + 0.0)) / + moon_dist_earth_ratio * earth_shadow_sharpness, + 0.0, 1.0)); + + col_moon.xyz *= precomputed_background_intensity * + precomputed_sun_energy * + (clamp(dot(moon_normal, moon_to_sun), 0.0, 1.0)) * moon_eclipse * mix(moon_eclipse_color, vec3(1.0), moon_eclipse) + ; + } + vec3 col_stars = + (texture(night_sky, + sphereToUV(EYEDIR, + vec3(PI * 0.5 + POSITION.z * PI / + (earthRadius + POSITION.y + + Height), + -POSITION.x * PI / + (earthRadius + POSITION.y + Height), + -PI * 0.5) + + ground_rotation * 0.5)) + .xyz * + night_sky_brightness * (1.0 - col_moon.w) + + col_moon.xyz * col_moon.w) * + background[1].xyz / precomputed_background_intensity; + + cloud_col.a = clamp(cloud_col.a*precomputed_background_intensity/sun_brightness, 0.0, 1.0); + float cloud_passthrough = (1.0 - cloud_col.a) * cloud_fade_stars; + + // Eclipse needs reworking + float sun_passthrough = 1.0; + if (moon_size > 0.0) { + float sun_atten_range = sin(precomputed_sun_size); + float moon_atten_range = sin(radians(moon_size)) * 0.5; + sun_passthrough = + pow(clamp(1.0 - clamp(min(dot(precomputed_moon_dir[2], + precomputed_sun_dir), + 1.0) - + (1.0 - moon_atten_range), + 0.0, 1.0) / + moon_atten_range, + 0.0, 1.0), + 2.0); + // sun_passthrough = + // sqrt(mix(clamp(sin(precomputed_sun_size)-sin(radians(moon_size)), + // 0.0, 1.0), 1.0, sun_passthrough)); + } + // Eclipse needs reworking + + // float moon_tint_ratio + //= 1.0-atan(moonRadius/(moonDistance+earthRadius))/TAU; sun_passthrough + //= 1.0-clamp((dot(normalize(normalize(map_sphere_normal(vec3(1.0, 0.0, + //0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 1.0, 0.0)*0.5, + //background[3].xz*0.5))) + // *earthRadius+precomputed_moon_dir[2]*(moonDistance+earthRadius), + //precomputed_sun_dir)-moon_tint_ratio)/(1.0-moon_tint_ratio)*10.0,0.0,1.0); + // COLOR = vec3(clamp( + // clamp(dot(normalize(normalize( + // map_sphere_normal(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), + //vec3(0.0, 0.0, 1.0)*0.5, background[3].xz*2.0))*earthRadius + // -precomputed_moon_dir[2]*(moonDistance+earthRadius)), + // precomputed_sun_dir)+moon_tint_ratio, 0.0, 1.0)*100000.0 + // , 0.0, 1.0)); + // COLOR = vec3(clamp(dot(normalize(normalize( + // -map_sphere_normal(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), + //vec3(0.0, 0.0, 1.0), background[3].xz*0.5))*earthRadius + // +precomputed_moon_dir[2]*(moonDistance+earthRadius)), + // -precomputed_sun_dir)+moon_tint_ratio, + //0.0, 1.0)/(1.0-moon_tint_ratio)); + + vec3 sky_col = background[0].xyz * intensity * + (max(precomputed_sun_dir.y, + clamp((POSITION.y + Height) / + (atmosphereRadius - earthRadius), + 0.0, 1.0))) * + precomputed_sun_enabled * sun_passthrough; + sky_col = + mix(sky_col, + vec3(sky_col.x + sky_col.y + sky_col.z) * 0.0033333333, + pow(clamp((cloud_coverage - 0.25) / 0.75, 0.0, 1.0), 0.5)); + cloud_col.xyz *= sun_passthrough; + vec3 sun_col = background[2].xyz * intensity * precomputed_sun_enabled; + // clamp(vec3(0.3)-clamp(cloud_col.www*cloud_fade_stars, 0.0, 1.0), + // 0.0, 1.0) + COLOR = sky_col + + sun_col * (1.0 - cloud_col.w) + + cloud_col.xyz * cloud_fade_stars * mix(cloud_fade_stars, 1.0, clamp(precomputed_sun_dir.y, 0.0, 1.0)) + + col_stars * (1.0 - cloud_col.w); } } diff --git a/nishita_sky.tres b/nishita_sky.tres index 7f342ef..35909f0 100644 --- a/nishita_sky.tres +++ b/nishita_sky.tres @@ -1,33 +1,25 @@ -[gd_resource type="ShaderMaterial" load_steps=8 format=3 uid="uid://b45abiagp8tuf"] +[gd_resource type="ShaderMaterial" load_steps=7 format=3 uid="uid://b45abiagp8tuf"] [ext_resource type="Shader" path="res://nishita_sky.gdshader" id="1_3qhyv"] -[ext_resource type="CompressedTexture3D" uid="uid://dbfbysid168mx" path="res://godot-volumetric-cloud-demo textures/perlworlnoise.tga" id="1_qd3aw"] -[ext_resource type="Texture2D" uid="uid://dfkye0uf4i6w1" path="res://godot-volumetric-cloud-demo textures/weather.bmp" id="2_bohio"] -[ext_resource type="CompressedTexture3D" uid="uid://c4dp6g6gouj2b" path="res://godot-volumetric-cloud-demo textures/worlnoise.bmp" id="3_5fbd6"] - -[sub_resource type="Gradient" id="Gradient_gllyc"] -interpolation_mode = 2 -offsets = PackedFloat32Array(0.693133, 1) - -[sub_resource type="FastNoiseLite" id="FastNoiseLite_d5sdi"] -seed = 309 -frequency = 1.0 - -[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_q4x3w"] -width = 2048 -height = 2048 -color_ramp = SubResource("Gradient_gllyc") -noise = SubResource("FastNoiseLite_d5sdi") +[ext_resource type="Texture2D" uid="uid://bhpaqsnerf2bw" path="res://earth albedo.webp" id="2_8dcp8"] +[ext_resource type="Texture2D" uid="uid://cendachjh3ous" path="res://moon albedo.webp" id="3_2bh7o"] +[ext_resource type="CompressedTexture3D" uid="uid://dbfbysid168mx" path="res://godot-volumetric-cloud-demo textures/perlworlnoise.tga" id="5_q6lkc"] +[ext_resource type="Texture2D" uid="uid://dfkye0uf4i6w1" path="res://godot-volumetric-cloud-demo textures/weather.bmp" id="6_gs20s"] +[ext_resource type="CompressedTexture3D" uid="uid://c4dp6g6gouj2b" path="res://godot-volumetric-cloud-demo textures/worlnoise.bmp" id="7_wkoma"] [resource] shader = ExtResource("1_3qhyv") -shader_parameter/precomputed_sun_visible = true -shader_parameter/precomputed_sun_enabled = true -shader_parameter/precomputed_sun_dir = Vector3(0, 0.0132469, -0.999903) +shader_parameter/precomputed_sun_visible = 1.0 +shader_parameter/precomputed_sun_enabled = 1.0 +shader_parameter/precomputed_moon_dir = Basis(0.793073, -0.0738336, -0.604635, 0.498952, 0.648125, 0.575309, 0.349402, -0.757946, 0.55085) +shader_parameter/precomputed_sun_dir = Vector3(0.168147, 0.557873, 0.812679) shader_parameter/precomputed_sun_color = Color(1, 1, 1, 1) -shader_parameter/precomputed_Atmosphere_sun = Color(0.994039, 0.390172, 0.20851, 1) -shader_parameter/precomputed_Atmosphere_ambient = Color(0.0282629, 0.0132965, 0.00359788, 1) -shader_parameter/precomputed_Atmosphere_ground = Color(0.994039, 0.390172, 0.20851, 1) +shader_parameter/precomputed_Atmosphere_sun = Color(0.891427, 0.891427, 0.891427, 1) +shader_parameter/precomputed_Atmosphere_ambient = Color(0.262109, 0.50014, 0.759034, 1) +shader_parameter/precomputed_Atmosphere_ground = Color(0.891427, 0.891427, 0.891427, 1) +shader_parameter/precomputed_sun_size = 0.0410152 +shader_parameter/precomputed_sun_energy = 1.0 +shader_parameter/precomputed_background_intensity = 100000.0 shader_parameter/rayleigh_color = Vector3(0.258929, 0.580357, 1) shader_parameter/rayleigh = 1.0 shader_parameter/mie_color = Vector3(1, 1, 1) @@ -39,13 +31,18 @@ shader_parameter/atmosphere_samples_horizon_bias = 0.5 shader_parameter/atmosphere_sun_samples = 32 shader_parameter/atmosphere_light_samples = 8 shader_parameter/turbidity = 1.0 -shader_parameter/ground_color = Color(0.1, 0.07, 0.034, 1) +shader_parameter/ground_color = Color(1, 1, 1, 1) shader_parameter/intensity = 10.0 -shader_parameter/sun_brightness = 100000.0 -shader_parameter/ground_brightness = 0.5 -shader_parameter/night_sky_brightness = 1.0 +shader_parameter/sun_brightness = 10000.0 +shader_parameter/ground_brightness = 1.0 +shader_parameter/night_sky_brightness = 100000.0 +shader_parameter/ground_rotation = Vector3(-0.79, 0, -5.015) +shader_parameter/moon_eclipse_color = Color(1, 0.1, 0, 1) +shader_parameter/moon_size_mult = 30.0 shader_parameter/Height = 1000.0 shader_parameter/earthRadius = 6.36e+06 +shader_parameter/moonRadius = 1.738e+06 +shader_parameter/moonDistance = 3.844e+08 shader_parameter/atmosphereRadius = 6.42e+06 shader_parameter/rayleighScaleHeight = 7994.0 shader_parameter/mieScaleHeight = 1200.0 @@ -58,9 +55,10 @@ shader_parameter/_time_scale = 1.0 shader_parameter/_time_offset = 0.0 shader_parameter/cloud_bottom = 1500.0 shader_parameter/cloud_top = 4000.0 -shader_parameter/cloud_brightness = 1.5 +shader_parameter/cloud_brightness = 1.0 shader_parameter/cloud_ambient_brightness = 0.5 -shader_parameter/night_sky = SubResource("NoiseTexture2D_q4x3w") -shader_parameter/worlnoise = ExtResource("3_5fbd6") -shader_parameter/perlworlnoise = ExtResource("1_qd3aw") -shader_parameter/weathermap = ExtResource("2_bohio") +shader_parameter/ground_texture = ExtResource("2_8dcp8") +shader_parameter/moon_texture = ExtResource("3_2bh7o") +shader_parameter/worlnoise = ExtResource("7_wkoma") +shader_parameter/perlworlnoise = ExtResource("5_q6lkc") +shader_parameter/weathermap = ExtResource("6_gs20s") diff --git a/project.godot b/project.godot index 5ad60e3..65d57c7 100644 --- a/project.godot +++ b/project.godot @@ -12,7 +12,7 @@ config_version=5 config/name="Nishita Sky With Clouds" run/main_scene="res://main.tscn" -config/features=PackedStringArray("4.0", "Forward Plus") +config/features=PackedStringArray("4.1", "Forward Plus") config/icon="res://icon.svg" [rendering] diff --git a/star map.webp b/star map.webp new file mode 100644 index 0000000..0884465 Binary files /dev/null and b/star map.webp differ diff --git a/star map.webp.import b/star map.webp.import new file mode 100644 index 0000000..3656c98 --- /dev/null +++ b/star map.webp.import @@ -0,0 +1,35 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://byt2ctyhq5myd" +path.bptc="res://.godot/imported/star map.webp-6e0d858a55618062a5b78c84685f41f7.bptc.ctex" +metadata={ +"imported_formats": ["s3tc_bptc"], +"vram_texture": true +} + +[deps] + +source_file="res://star map.webp" +dest_files=["res://.godot/imported/star map.webp-6e0d858a55618062a5b78c84685f41f7.bptc.ctex"] + +[params] + +compress/mode=2 +compress/high_quality=true +compress/lossy_quality=0.7 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=1 +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=true +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=0