[gd_scene load_steps=7 format=2] [ext_resource path="res://sky.jpg" type="Texture" id=1] [sub_resource type="SphereMesh" id=1] radius = 2.0 height = 4.0 [sub_resource type="Shader" id=5] code = "shader_type spatial; varying vec3 world_pos; uniform vec4 base_color : hint_color; uniform vec4 cloud_color : hint_color; //Van https://github.com/yiwenl/glsl-fbm/blob/master/3d.glsl float mod289f(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;} vec4 mod289v4(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;} vec4 perm(vec4 x){return mod289v4(((x * 34.0) + 1.0) * x);} float noise1(vec3 p){ vec3 a = floor(p); vec3 d = p - a; d = d * d * (3.0 - 2.0 * d); vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); vec4 k1 = perm(b.xyxy); vec4 k2 = perm(k1.xyxy + b.zzww); vec4 c = k2 + a.zzzz; vec4 k3 = perm(c); vec4 k4 = perm(c + 1.0); vec4 o1 = fract(k3 * (1.0 / 41.0)); vec4 o2 = fract(k4 * (1.0 / 41.0)); vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); return o4.y * d.y + o4.x * (1.0 - d.y); } float fbm1(vec3 x, float t) { float v = 0.0; float a = 0.5; vec3 shift = t*vec3(0.1); for (int i = 0; i < 5; ++i) { v += a * noise1(x); x = x * 2.0 + shift; a *= 0.5; } return v; } void vertex() { world_pos = VERTEX; } void fragment() { ALBEDO = smoothstep(base_color.rgb, cloud_color.rgb, cloud_color.rgb*fbm1(world_pos, TIME)); }" [sub_resource type="ShaderMaterial" id=3] shader = SubResource( 5 ) shader_param/base_color = Color( 0.0745098, 0.215686, 0.419608, 1 ) shader_param/cloud_color = Color( 0.580392, 0.580392, 0.580392, 1 ) [sub_resource type="PanoramaSky" id=6] panorama = ExtResource( 1 ) [sub_resource type="Environment" id=4] background_mode = 2 background_sky = SubResource( 6 ) background_energy = 0.16 ambient_light_color = Color( 0.219608, 0.219608, 0.219608, 1 ) auto_exposure_scale = 5.28 auto_exposure_max_luma = 3.73 auto_exposure_speed = 48.95 ss_reflections_enabled = true [node name="Spatial" type="Spatial"] [node name="Camera" type="Camera" parent="."] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 7.28376 ) [node name="MeshInstance" type="MeshInstance" parent="."] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0.00204706, 4.76837e-07, 0.00108433 ) mesh = SubResource( 1 ) material/0 = SubResource( 3 ) [node name="WorldEnvironment" type="WorldEnvironment" parent="."] environment = SubResource( 4 ) [node name="OmniLight" type="OmniLight" parent="."] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -4.14577, 4.93426, 5.11091 ) light_specular = 0.86 omni_range = 156.6 omni_attenuation = 2.21914