new terrain plugin

This commit is contained in:
Nikolai Fesenko
2025-08-13 21:08:35 +02:00
parent 43fb8410c3
commit 85d50d3bd4
221 changed files with 11867 additions and 1 deletions

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[gd_scene load_steps=5 format=3 uid="uid://d3sr0a7dxfkr8"]
[ext_resource type="Script" uid="uid://bp7r4ppgq1m0g" path="res://addons/terrain_3d/extras/particle_example/terrain_3D_particles.gd" id="1_gl3qg"]
[ext_resource type="Material" uid="uid://el5y10hnh13g" path="res://addons/terrain_3d/extras/particle_example/process_material.tres" id="2_2gon1"]
[ext_resource type="Material" uid="uid://ljo1wt61kbkq" path="res://addons/terrain_3d/extras/particle_example/grass_material.tres" id="3_qyjnw"]
[sub_resource type="RibbonTrailMesh" id="RibbonTrailMesh_fwrtk"]
shape = 0
section_length = 0.18
section_segments = 1
[node name="Terrain3DParticles" type="Node3D"]
script = ExtResource("1_gl3qg")
instance_spacing = 0.25
cell_width = 24.0
grid_width = 5
rows = 96
amount = 9216
process_material = ExtResource("2_2gon1")
mesh = SubResource("RibbonTrailMesh_fwrtk")
shadow_mode = 0
mesh_material_override = ExtResource("3_qyjnw")
min_draw_distance = 60.0
particle_count = 230400
metadata/_edit_lock_ = true

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// Copyright © 2025 Cory Petkovsek, Roope Palmroos, and Contributors.
shader_type spatial;
render_mode skip_vertex_transform, cull_disabled, blend_mix;
uniform vec2 wind_direction = vec2(1.0, 1.0);
varying vec4 data;
// A lot of hard coded things here atm.
void vertex() {
// Wind effect from model data, in this case no vertex colors,
// so just use vertex Y component, including mesh offset
data[2] = (VERTEX.y + 0.55);
data[2] *= data[2]; // make non-linear
// Ribbon used as a grass mesh.. so pinch the top.
VERTEX.xz *= (1.0 - data[2]);
// Brighten tips
COLOR = mix(COLOR, vec4(1.0), smoothstep(0.9, 1.0, data[2]));
// Darken base, skip is scale is less than threshold, as this means "grow in" is occuring.
COLOR *= INSTANCE_CUSTOM[3] < 0.35 ? 1. : mix(1.0, 0.75, smoothstep(0.35, 0.0, data[2]));
// Save red/green shift for fragment
data.rg = INSTANCE_CUSTOM.rg;
// World space vertex
vec3 w_vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
// Get wind force and scale from process()
float scale = pow(INSTANCE_CUSTOM[3] * INSTANCE_CUSTOM[3], 0.707);
float force = INSTANCE_CUSTOM[2] * data[2] * scale;
// Add some cheap jitter at high wind values
force -= fract(force * 256.0) * force * 0.05;
// Curve the result
force = pow(force, 0.707);
// These 2 combined result in a decent bend without resorting to matrices or pivot data.
// Lateral move and wobble
float lateral_wobble = sin(TIME * 2.0 * (1.0 + data.r + data.g)) * 0.25 * (1.0 - INSTANCE_CUSTOM[2]);
vec2 direction = normalize(wind_direction);
w_vertex.xz -= (vec2(-direction.y, direction.x) * lateral_wobble + direction) * force;
// Flatten
w_vertex.y -= INSTANCE_CUSTOM[2] * force * data[2];
// Save final wind force value for fragment.
data[3] = force;
VERTEX = (VIEW_MATRIX * vec4(w_vertex, 1.0)).xyz;
NORMAL = MODELVIEW_NORMAL_MATRIX * NORMAL;
BINORMAL = MODELVIEW_NORMAL_MATRIX * BINORMAL;
TANGENT = MODELVIEW_NORMAL_MATRIX * TANGENT;
}
void fragment() {
// Hard coded color.
ALBEDO = vec3(0.20, 0.22, 0.05) * (data[2] * 0.5 + 0.5);
ALBEDO.rg *= (data.rg * 0.3 + 0.9);
ALBEDO *= pow(COLOR.rgb, vec3(2.2));
// Modify roughness / specular based on wind force for added detail
float spec_rough = clamp(max(data[2], data[3]), 0., 1.);
ROUGHNESS = 1. - spec_rough;
SPECULAR = clamp(spec_rough * 0.25, 0., .15);
BACKLIGHT = vec3(0.33);
#if CURRENT_RENDERER == RENDERER_COMPATIBILITY
ALBEDO = pow(ALBEDO, vec3(0.4));
#endif
}

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uid://dq3lfyp3u5oxt

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[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://ljo1wt61kbkq"]
[ext_resource type="Shader" uid="uid://dq3lfyp3u5oxt" path="res://addons/terrain_3d/extras/particle_example/grass.gdshader" id="1_nkru0"]
[resource]
render_priority = 0
shader = ExtResource("1_nkru0")
shader_parameter/wind_direction = Vector2(1, 1)

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// Copyright © 2025 Cory Petkovsek, Roope Palmroos, and Contributors.
// This is an example particle shader designed to procedurally place
// particles like grass, small rocks, and other ground effects, on the terrain
// surface by reading the Terrain3D data maps. It works in tandem with the
// provided GDScript.
shader_type particles;
render_mode disable_velocity, disable_force;
group_uniforms options;
uniform sampler2D main_noise;
uniform float main_noise_scale = 0.01;
uniform vec3 position_offset = vec3(0.);
uniform bool align_to_normal = true;
uniform float normal_strength : hint_range(0.01, 1.0, 0.01) = 0.3;
uniform bool random_rotation = true;
uniform float random_spacing : hint_range(0.0, 1.0, 0.01) = 0.5;
uniform vec3 min_scale = vec3(1.0);
uniform vec3 max_scale = vec3(1.0);
group_uniforms wind;
uniform float noise_scale = 0.0041;
uniform float wind_speed = 0.025;
uniform float wind_strength : hint_range(0.0, 1.0, 0.01) = 1.0;
uniform float wind_dithering = 4.0;
uniform vec2 wind_direction = vec2(1.0,1.0);
group_uniforms shapeing;
uniform float clod_scale_boost = 3.0;
uniform float clod_min_threshold : hint_range(0.0, 1.0, 0.001) = 0.2;
uniform float clod_max_threshold : hint_range(0.0, 1.0, 0.001) = 0.5;
uniform float patch_min_threshold : hint_range(0.0, 1.0, 0.001) = 0.025;
uniform float patch_max_threshold : hint_range(0.0, 1.0, 0.001) = 0.2;
group_uniforms filtering;
uniform float condition_dither_range : hint_range(0.0, 1.0, 0.01) = 0.15;
uniform float surface_slope_min : hint_range(0.0, 1.0, 0.01) = 0.87;
uniform float distance_fade_ammount : hint_range(0.0, 1.0, 0.01) = 0.5;
group_uniforms private;
uniform float max_dist = 1.;
uniform vec3 camera_position = vec3(0.);
uniform uint instance_rows = 1;
uniform float instance_spacing = 0.5;
uniform uint _background_mode = 0u;
uniform float _vertex_spacing = 1.0;
uniform float _vertex_density = 1.0; // = 1/_vertex_spacing
uniform float _region_size = 1024.0;
uniform float _region_texel_size = 0.0009765625; // = 1/REGION_SIZE
uniform int _region_map_size = 32;
uniform int _region_map[1024];
uniform vec2 _region_locations[1024];
uniform highp sampler2DArray _height_maps : repeat_disable;
uniform highp sampler2DArray _control_maps : repeat_disable;
uniform highp sampler2DArray _color_maps : repeat_disable;
// Defined Constants
#define SKIP_PASS 0
#define VERTEX_PASS 1
#define FRAGMENT_PASS 2
// Takes in world space XZ (UV) coordinates & search depth (only applicable for background mode none)
// Returns ivec3 with:
// XY: (0 to _region_size - 1) coordinates within a region
// Z: layer index used for texturearrays, -1 if not in a region
ivec3 get_index_coord(const vec2 uv, const int search) {
vec2 r_uv = round(uv);
vec2 o_uv = mod(r_uv,_region_size);
ivec2 pos;
int bounds, layer_index = -1;
for (int i = -1; i < 0; i++) {
if ((layer_index == -1 && _background_mode == 0u) || i < 0) {
r_uv -= i == -1 ? vec2(0.0) : vec2(float(o_uv.x <= o_uv.y), float(o_uv.y <= o_uv.x));
pos = ivec2(floor((r_uv) * _region_texel_size)) + (_region_map_size / 2);
bounds = int(uint(pos.x | pos.y) < uint(_region_map_size));
layer_index = (_region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1);
}
}
return ivec3(ivec2(mod(r_uv,_region_size)), layer_index);
}
#if CURRENT_RENDERER == RENDERER_COMPATIBILITY
#define fma(a, b, c) ((a) * (b) + (c))
#endif
float random(vec2 v) {
return fract(1e4 * sin(fma(17.0, v.x, v.y * 0.1)) * (0.1 + abs(sin(fma(v.y, 13.0, v.x)))));
}
mat3 rotation_matrix(vec3 axis, float angle) {
float c = cos(angle);
float s = sin(angle);
float t = 1.0 - c;
vec3 n = normalize(axis);
float x = n.x;
float y = n.y;
float z = n.z;
return mat3(
vec3(t * x * x + c, t * x * y - z * s, t * x * z + y * s),
vec3(t * x * y + z * s, t * y * y + c, t * y * z - x * s),
vec3(t * x * z - y * s, t * y * z + x * s, t * z * z + c));
}
mat3 align_to_vector(vec3 normal) {
vec3 up = vec3(0.0, 1.0, 0.0);
if (abs(dot(normal, up)) > 0.9999) { // Avoid singularity
up = vec3(1.0, 0.0, 0.0);
}
vec3 tangent = normalize(cross(up, normal));
vec3 bitangent = normalize(cross(tangent, normal));
return mat3(tangent, normal, bitangent);
}
void start() {
// Create centered a grid
vec3 pos = vec3(float(INDEX % instance_rows), 0.0, float(INDEX / instance_rows)) - float(instance_rows >> 1u);
// Apply spcaing
pos *= instance_spacing;
// Move the grid to the emitter, snapping is handled CPU side
pos.xz += EMISSION_TRANSFORM[3].xz;
// Create random values per-instance, incorporating the seed, mask bits to avoid NAN/INF
float seed = fract(uintBitsToFloat(RANDOM_SEED & 0x7EFFFFFFu));
vec3 r = fract(vec3(random(pos.xz), random(pos.xz + vec2(0.5)), random(pos.xz - vec2(0.5))) + seed);
// Randomize instance spacing
pos.x += ((r.x * 2.0) - 1.0) * random_spacing * instance_spacing;
pos.z += ((r.z * 2.0) - 1.0) * random_spacing * instance_spacing;
// Lookup offsets, ID and blend weight
const vec3 offsets = vec3(0, 1, 2);
vec2 index_id = floor(pos.xz * _vertex_density);
vec2 weight = fract(pos.xz * _vertex_density);
vec2 invert = 1.0 - weight;
vec4 weights = vec4(
invert.x * weight.y, // 0
weight.x * weight.y, // 1
weight.x * invert.y, // 2
invert.x * invert.y // 3
);
ivec3 index[4];
// Map lookups
index[0] = get_index_coord(index_id + offsets.xy, VERTEX_PASS);
index[1] = get_index_coord(index_id + offsets.yy, VERTEX_PASS);
index[2] = get_index_coord(index_id + offsets.yx, VERTEX_PASS);
index[3] = get_index_coord(index_id + offsets.xx, VERTEX_PASS);
highp float h[8];
h[0] = texelFetch(_height_maps, index[0], 0).r; // 0 (0,1)
h[1] = texelFetch(_height_maps, index[1], 0).r; // 1 (1,1)
h[2] = texelFetch(_height_maps, index[2], 0).r; // 2 (1,0)
h[3] = texelFetch(_height_maps, index[3], 0).r; // 3 (0,0)
h[4] = texelFetch(_height_maps, get_index_coord(index_id + offsets.yz, VERTEX_PASS), 0).r; // 4 (1,2)
h[5] = texelFetch(_height_maps, get_index_coord(index_id + offsets.zy, VERTEX_PASS), 0).r; // 5 (2,1)
h[6] = texelFetch(_height_maps, get_index_coord(index_id + offsets.zx, VERTEX_PASS), 0).r; // 6 (2,0)
h[7] = texelFetch(_height_maps, get_index_coord(index_id + offsets.xz, VERTEX_PASS), 0).r; // 7 (0,2)
vec3 index_normal[4];
index_normal[0] = vec3(h[0] - h[1], _vertex_spacing, h[0] - h[7]);
index_normal[1] = vec3(h[1] - h[5], _vertex_spacing, h[1] - h[4]);
index_normal[2] = vec3(h[2] - h[6], _vertex_spacing, h[2] - h[1]);
index_normal[3] = vec3(h[3] - h[2], _vertex_spacing, h[3] - h[0]);
vec3 w_normal = normalize(
index_normal[0] * weights[0] +
index_normal[1] * weights[1] +
index_normal[2] * weights[2] +
index_normal[3] * weights[3]);
// Set the height according to the heightmap data
pos.y =
h[0] * weights[0] +
h[1] * weights[1] +
h[2] * weights[2] +
h[3] * weights[3] ;
// Offset, Rotation, Alignment.
TRANSFORM = mat4(1.0);
vec3 orientation = vec3(0., 1., 0.);
vec2 uv = (pos.xz) * main_noise_scale;
float noise = textureLod(main_noise, uv, 0.0).r;
float clods = smoothstep(clod_min_threshold, clod_max_threshold, noise) * clod_scale_boost;
float patch = smoothstep(patch_min_threshold, patch_max_threshold, noise);
float width_modifier = 1.0 + 3.0 * smoothstep(0., max_dist, length(camera_position - pos));
// Calculate scale
vec3 scale = vec3(
mix(min_scale.x, max_scale.x, r.x) * width_modifier,
mix(min_scale.y, max_scale.y, r.y) + clods,
mix(min_scale.z, max_scale.z, r.z) * width_modifier) * patch;
// Apply scale to offset
vec3 offset = position_offset * scale;
// Apply normal orientation
if (align_to_normal) {
orientation = mix(orientation, w_normal, normal_strength);
mat3 alignment = align_to_vector(orientation);
offset = alignment * offset;
TRANSFORM = mat4(alignment);
}
// Apply rotation around orientation
if (random_rotation) {
mat3 rotation = rotation_matrix(orientation, r.x * TAU);
TRANSFORM = mat4(rotation) * TRANSFORM;
}
// Filtering - Causes some particles to be rendered as degenerate triangles
// via 0./0. - Particles filtered this way are still processed by the GPU.
// For compatibility it seems we must shift as well.
// Surface slope filtering
if (surface_slope_min > w_normal.y + (r.y - 0.5) * condition_dither_range) {
pos.y = 0. / 0.;
pos.xz = vec2(100000.0);
}
// Read color map
highp vec4 c[4];
#define COLOR_MAP vec4(1., 1., 1., 0.5)
c[0] = index[0].z >= 0 ? texelFetch(_color_maps, index[0], 0) : COLOR_MAP; // 0 (0,1)
c[1] = index[1].z >= 0 ? texelFetch(_color_maps, index[1], 0) : COLOR_MAP; // 1 (1,1)
c[2] = index[2].z >= 0 ? texelFetch(_color_maps, index[2], 0) : COLOR_MAP; // 2 (1,0)
c[3] = index[3].z >= 0 ? texelFetch(_color_maps, index[3], 0) : COLOR_MAP; // 3 (0,0)
vec4 color_map =
c[0] * weights[0] +
c[1] * weights[1] +
c[2] * weights[2] +
c[3] * weights[3] ;
COLOR = color_map;
// Read control map
uint control = floatBitsToUint(texelFetch(_control_maps, index[3], 0).r);
bool auto = bool(control & 0x1u);
int base = int(control >>27u & 0x1Fu);
int over = int(control >> 22u & 0x1Fu);
float blend = float(control >> 14u & 0xFFu) * 0.003921568627450; // 1. / 255.
// Hardcoded example, hand painted texture id 0 is filtered out.
if (!auto && ((base == 0 && blend < 0.7) || (over == 0 && blend >= 0.3))) {
pos.y = 0. / 0.;
pos.xz = vec2(100000.0);
}
if (length(camera_position - pos) > max_dist) {
pos.y = 0. / 0.;
pos.xz = vec2(100000.0);
} else {
float fade_factor = 1.0 - smoothstep(max_dist * distance_fade_ammount, max_dist + 0.0001, length(camera_position - pos)) + 0.001;
scale.y *= fade_factor;
offset *= fade_factor;
}
// Apply scale
TRANSFORM[0] *= scale.x;
TRANSFORM[1] *= scale.y;
TRANSFORM[2] *= scale.z;
// Apply the position
TRANSFORM[3].xyz = pos.xyz + offset;
// Save Fixed 2 Random values for Reg/Green color randomness
CUSTOM.rg = r.rg;
// Save Y component scale pre-rotation
CUSTOM[3] = scale.y;
}
void process() {
// Extract world space UV from Transform Matrix
vec2 uv = (TRANSFORM[3].xz + CUSTOM.rg * wind_dithering) * noise_scale;
// Scaled wind noise, updated per instance, at process FPS. Passed to Vertex()
CUSTOM[2] = textureLod(main_noise, uv + TIME * wind_speed * normalize(wind_direction), 0.0).r * wind_strength;
}

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# Copyright © 2025 Cory Petkovsek, Roope Palmroos, and Contributors.
#
# This is an example of using a particle shader with Terrain3D.
# To use it, add `Terrain3DParticles.tscn` to your scene and assign the terrain.
# Then customize the settings, materials and shader to extend it and make it your own.
@tool
extends Node3D
#region settings
## Auto set if attached as a child of a Terrain3D node
@export var terrain: Terrain3D:
set(value):
terrain = value
_create_grid()
## Distance between instances
@export_range(0.125, 2.0, 0.015625) var instance_spacing: float = 0.5:
set(value):
instance_spacing = clamp(round(value * 64.0) * 0.015625, 0.125, 2.0)
rows = maxi(int(cell_width / instance_spacing), 1)
amount = rows * rows
_set_offsets()
## Width of an individual cell of the grid
@export_range(8.0, 256.0, 1.0) var cell_width: float = 32.0:
set(value):
cell_width = clamp(value, 8.0, 256.0)
rows = maxi(int(cell_width / instance_spacing), 1)
amount = rows * rows
min_draw_distance = 1.0
# Have to update aabb
if terrain and terrain.data:
var height_range: Vector2 = terrain.data.get_height_range()
var height: float = height_range[0] - height_range[1]
var aabb: AABB = AABB()
aabb.size = Vector3(cell_width, height, cell_width)
aabb.position = aabb.size * -0.5
aabb.position.y = height_range[1]
for p in particle_nodes:
p.custom_aabb = aabb
_set_offsets()
## Grid width. Must be odd.
## Higher values cull slightly better, draw further out.
@export_range(1, 15, 2) var grid_width: int = 9:
set(value):
grid_width = value
particle_count = 1
min_draw_distance = 1.0
_create_grid()
@export_storage var rows: int = 1
@export_storage var amount: int = 1:
set(value):
amount = value
particle_count = value
last_pos = Vector3.ZERO
for p in particle_nodes:
p.amount = amount
@export_range(1, 256, 1) var process_fixed_fps: int = 30:
set(value):
process_fixed_fps = maxi(value, 1)
for p in particle_nodes:
p.fixed_fps = process_fixed_fps
p.preprocess = 1.0 / float(process_fixed_fps)
## Access to process material parameters
@export var process_material: ShaderMaterial
## The mesh that each particle will render
@export var mesh: Mesh
@export var shadow_mode: GeometryInstance3D.ShadowCastingSetting = (
GeometryInstance3D.ShadowCastingSetting.SHADOW_CASTING_SETTING_ON):
set(value):
shadow_mode = value
for p in particle_nodes:
p.cast_shadow = value
## Override material for the particle mesh
@export_custom(
PROPERTY_HINT_RESOURCE_TYPE,
"BaseMaterial3D,ShaderMaterial") var mesh_material_override: Material:
set(value):
mesh_material_override = value
for p in particle_nodes:
p.material_override = mesh_material_override
@export_group("Info")
## The minimum distance that particles will be drawn upto
## If using fade out effects like pixel alpha this is the limit to use.
@export var min_draw_distance: float = 1.0:
set(value):
min_draw_distance = float(cell_width * grid_width) * 0.5
## Displays current total particle count based on Cell Width and Instance Spacing
@export var particle_count: int = 1:
set(value):
particle_count = amount * grid_width * grid_width
#endregion
var offsets: Array[Vector3]
var last_pos: Vector3 = Vector3.ZERO
var particle_nodes: Array[GPUParticles3D]
func _ready() -> void:
if not terrain:
var parent: Node = get_parent()
if parent is Terrain3D:
terrain = parent
_create_grid()
func _notification(what: int) -> void:
if what == NOTIFICATION_PREDELETE:
_destroy_grid()
func _physics_process(delta: float) -> void:
if terrain:
var camera: Camera3D = terrain.get_camera()
if camera:
if last_pos.distance_squared_to(camera.global_position) > 1.0:
var pos: Vector3 = camera.global_position.snapped(Vector3.ONE)
_position_grid(pos)
RenderingServer.material_set_param(process_material.get_rid(), "camera_position", pos )
last_pos = camera.global_position
_update_process_parameters()
else:
set_physics_process(false)
func _create_grid() -> void:
_destroy_grid()
if not terrain:
return
set_physics_process(true)
_set_offsets()
var hr: Vector2 = terrain.data.get_height_range()
var height: float = hr.x - hr.y
var aabb: AABB = AABB()
aabb.size = Vector3(cell_width, height, cell_width)
aabb.position = aabb.size * -0.5
aabb.position.y = hr.y
var half_grid: int = grid_width / 2
# Iterating the array like this allows identifying grid position, in case setting
# different mesh or materials is desired for LODs etc.
for x in range(-half_grid, half_grid + 1):
for z in range(-half_grid, half_grid + 1):
#var ring: int = maxi(maxi(absi(x), absi(z)), 0)
var particle_node = GPUParticles3D.new()
particle_node.lifetime = 600.0
particle_node.amount = amount
particle_node.explosiveness = 1.0
particle_node.amount_ratio = 1.0
particle_node.process_material = process_material
particle_node.draw_pass_1 = mesh
particle_node.speed_scale = 1.0
particle_node.custom_aabb = aabb
particle_node.cast_shadow = shadow_mode
particle_node.fixed_fps = process_fixed_fps
# This prevent minor grid alignment errors when the camera is moving very fast
particle_node.preprocess = 1.0 / float(process_fixed_fps)
if mesh_material_override:
particle_node.material_override = mesh_material_override
particle_node.use_fixed_seed = true
if (x > -half_grid and z > -half_grid): # Use the same seed across all nodes
particle_node.seed = particle_nodes[0].seed
self.add_child(particle_node)
particle_node.emitting = true
particle_nodes.push_back(particle_node)
last_pos = Vector3.ZERO
func _set_offsets() -> void:
var half_grid: int = grid_width / 2
offsets.clear()
for x in range(-half_grid, half_grid + 1):
for z in range(-half_grid, half_grid + 1):
var offset := Vector3(
float(x * rows) * instance_spacing,
0.0,
float(z * rows) * instance_spacing
)
offsets.append(offset)
func _destroy_grid() -> void:
for node: GPUParticles3D in particle_nodes:
if is_instance_valid(node):
node.queue_free()
particle_nodes.clear()
func _position_grid(pos: Vector3) -> void:
for i in particle_nodes.size():
var node: GPUParticles3D = particle_nodes[i]
var snap = Vector3(pos.x, 0, pos.z).snapped(Vector3.ONE) + offsets[i]
node.global_position = (snap / instance_spacing).round() * instance_spacing
node.reset_physics_interpolation()
node.restart(true) # keep the same seed.
func _update_process_parameters() -> void:
if process_material:
var process_rid: RID = process_material.get_rid()
if terrain and process_rid.is_valid():
RenderingServer.material_set_param(process_rid, "_background_mode", terrain.material.world_background)
RenderingServer.material_set_param(process_rid, "_vertex_spacing", terrain.vertex_spacing)
RenderingServer.material_set_param(process_rid, "_vertex_density", 1.0 / terrain.vertex_spacing)
RenderingServer.material_set_param(process_rid, "_region_size", terrain.region_size)
RenderingServer.material_set_param(process_rid, "_region_texel_size", 1.0 / terrain.region_size)
RenderingServer.material_set_param(process_rid, "_region_map_size", 32)
RenderingServer.material_set_param(process_rid, "_region_map", terrain.data.get_region_map())
RenderingServer.material_set_param(process_rid, "_region_locations", terrain.data.get_region_locations())
RenderingServer.material_set_param(process_rid, "_height_maps", terrain.data.get_height_maps_rid())
RenderingServer.material_set_param(process_rid, "_control_maps", terrain.data.get_control_maps_rid())
RenderingServer.material_set_param(process_rid, "_color_maps", terrain.data.get_color_maps_rid())
RenderingServer.material_set_param(process_rid, "instance_spacing", instance_spacing)
RenderingServer.material_set_param(process_rid, "instance_rows", rows)
RenderingServer.material_set_param(process_rid, "max_dist", min_draw_distance)

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