Using volumetric fog for distant Mie scattering

This commit is contained in:
Rob Kelly 2025-09-30 10:56:49 -06:00
parent e2e786a198
commit fb90309f6b
2 changed files with 28 additions and 0 deletions

View File

@ -3,6 +3,7 @@
[ext_resource type="Script" uid="uid://7frynyj4vspc" path="res://src/world/generation/worldgen_manager/worldgen_manager.gd" id="1_7xvag"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_7xvag"]
frequency = 0.1
[node name="WorldGenManager" type="Node"]
script = ExtResource("1_7xvag")

View File

@ -19,6 +19,11 @@ ssr_enabled = true
ssao_enabled = true
sdfgi_enabled = true
glow_enabled = true
volumetric_fog_enabled = true
volumetric_fog_density = 0.001
volumetric_fog_albedo = Color(0.78, 0.9559999, 1, 1)
volumetric_fog_length = 1024.0
volumetric_fog_sky_affect = 0.3
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_jte2u"]
albedo_color = Color(0.16, 0.16, 0.16, 1)
@ -54,6 +59,7 @@ directional_shadow_max_distance = 20.0
[node name="Camera3D" type="Camera3D" parent="."]
physics_interpolation_mode = 1
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 121.5, 0)
far = 40000.0
[node name="PhantomCameraHost" type="Node" parent="Camera3D"]
process_priority = 300
@ -85,3 +91,24 @@ skeleton = NodePath("../..")
[node name="CollisionShape3D" type="CollisionShape3D" parent="PlayerSpawn/ReferenceCube/StaticBody3D"]
shape = SubResource("ConcavePolygonShape3D_6fy3g")
[node name="BigTorus" type="CSGTorus3D" parent="."]
transform = Transform3D(-0.76604444, 0.64278764, 0, -0.5421216, -0.6460753, -0.53729963, -0.34536955, -0.4115954, 0.8433914, 10000, 2000, 0)
inner_radius = 4000.0
outer_radius = 8000.0
sides = 32
ring_sides = 16
[node name="FarTower" type="CSGCylinder3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 5000, -4000)
radius = 2000.0
height = 10000.0
sides = 32
cone = true
[node name="NearTower" type="CSGCylinder3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -600, 500, -400)
radius = 200.0
height = 1000.0
sides = 32
cone = true