fix(assets): tune fog shader alpha and add zone temperature tint per D-059

Ticket #563. Light fog alpha tuned to 0.25-0.35 range (was 0.25-0.55),
deep fog alpha set to 0.55-0.70 with zone temperature tint from
zone_tint_tex (bar=warm #2a1f15, hub=cool #1a1f2e, corridor=neutral
#1a1a1a). Two Perlin noise cycles: 8-10s light, 15-20s deep.
Zone tint texture now populated per-tile from server zone_id in
fog_state.gd with preservation across texture resizes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-28 14:11:56 +01:00
co-authored by Claude Opus 4.6
parent 073c5a317c
commit dddfceeb5a
3 changed files with 157 additions and 86 deletions
+75 -3
View File
@@ -15,6 +15,20 @@ const EXP_UNEXPLORED: int = 0 # Never seen — total darkness
const EXP_EXPLORED: int = 128 # Previously seen, now out of LOS — deep fog
const EXP_VISIBLE: int = 255 # Currently in LOS — clear (written each frame)
# Zone temperature tints (D-059 + D-046, Sprint 22) — keyed by zone_id string from server.
# Matches audio_manager.gd ZONE_ASSETS zone_id strings for consistent zone semantics.
# Colors are dark tints used as the fog overlay in the deep fog zone:
# hub/workplace: #1a1f2e (cool blue-dark — terminal, institutional)
# bar: #2a1f15 (warm amber-dark — social, inhabited)
# corridor: #1a1a1a (neutral dark — transitional, maintenance)
const ZONE_TINTS: Dictionary = {
"hub": Color(0.102, 0.122, 0.180), # #1a1f2e — cool blue-dark
"workplace": Color(0.102, 0.122, 0.180), # same as hub
"bar": Color(0.165, 0.122, 0.082), # #2a1f15 — warm amber-dark
"corridor": Color(0.102, 0.102, 0.102), # #1a1a1a — neutral dark
}
const ZONE_TINT_DEFAULT: Color = Color(0.102, 0.102, 0.102) # #1a1a1a neutral
var map_bounds: Rect2i = Rect2i(0, 0, 1, 1)
var visibility_texture: ImageTexture
var exploration_texture: ImageTexture
@@ -25,6 +39,8 @@ var _exp_bytes: PackedByteArray
var _vis_image: Image
var _exp_image: Image
var _tint_image: Image
# Zone tint stored as 3-channel RGB bytes (R, G, B per pixel) for preservation across resizes
var _tint_bytes: PackedByteArray
var _width: int = 1
var _height: int = 1
var _prev_visible: Dictionary = {} # Tiles visible last frame (for incremental decay)
@@ -37,6 +53,7 @@ func _ready() -> void:
func _resize(bounds: Rect2i) -> void:
var old_bounds := map_bounds
var old_exp := _exp_bytes
var old_tint := _tint_bytes
var old_w := _width
var old_h := _height
@@ -72,9 +89,35 @@ func _resize(bounds: Rect2i) -> void:
_exp_image = Image.create_from_data(_width, _height, false, Image.FORMAT_R8, _exp_bytes)
exploration_texture = ImageTexture.create_from_image(_exp_image)
# Zone tint — neutral dark for Sprint 6 (zone metadata deferred)
_tint_image = Image.create(_width, _height, false, Image.FORMAT_RGB8)
_tint_image.fill(Color(0.05, 0.05, 0.08))
# Zone tint — 3 bytes per pixel (RGB), default neutral dark
var tint_sz := sz * 3
_tint_bytes = PackedByteArray()
_tint_bytes.resize(tint_sz)
var default_r := int(ZONE_TINT_DEFAULT.r * 255.0)
var default_g := int(ZONE_TINT_DEFAULT.g * 255.0)
var default_b := int(ZONE_TINT_DEFAULT.b * 255.0)
for i in range(sz):
_tint_bytes[i * 3 + 0] = default_r
_tint_bytes[i * 3 + 1] = default_g
_tint_bytes[i * 3 + 2] = default_b
# Preserve zone tint data from old bounds (zone tints are stable — tile zone never changes)
if old_tint.size() > 0 and old_w > 0 and old_h > 0:
var dx: int = old_bounds.position.x - bounds.position.x
var dy: int = old_bounds.position.y - bounds.position.y
for oy in range(old_h):
var ny: int = oy + dy
if ny < 0 or ny >= _height:
continue
for ox in range(old_w):
var nx: int = ox + dx
if nx < 0 or nx >= _width:
continue
var old_idx := (oy * old_w + ox) * 3
var new_idx := (ny * _width + nx) * 3
_tint_bytes[new_idx + 0] = old_tint[old_idx + 0]
_tint_bytes[new_idx + 1] = old_tint[old_idx + 1]
_tint_bytes[new_idx + 2] = old_tint[old_idx + 2]
_tint_image = Image.create_from_data(_width, _height, false, Image.FORMAT_RGB8, _tint_bytes)
zone_tint_texture = ImageTexture.create_from_image(_tint_image)
_prev_visible.clear()
@@ -126,6 +169,35 @@ func update_from_state() -> void:
_exp_image.set_data(_width, _height, false, Image.FORMAT_R8, _exp_bytes)
exploration_texture.update(_exp_image)
# 3. Zone tint: write zone temperature color for currently visible tiles.
# Zone data is stable (tile zone never changes) so we only write on first sight.
# Data persists in _tint_bytes across frames and across resizes.
var tint_dirty := false
for tile in tiles:
if not tile is Dictionary or not tile.has("x") or not tile.has("y"):
continue
var zone_id: String = str(tile.get("zone_id", ""))
if zone_id.is_empty():
continue
var tint_color: Color = ZONE_TINTS.get(zone_id, ZONE_TINT_DEFAULT)
var px: int = int(tile.x) - ox
var py: int = int(tile.y) - oy
if px < 0 or py < 0 or px >= _width or py >= _height:
continue
var tint_idx := (py * _width + px) * 3
var new_r := int(tint_color.r * 255.0)
var new_g := int(tint_color.g * 255.0)
var new_b := int(tint_color.b * 255.0)
# Only update if different from current (avoid spurious texture uploads)
if _tint_bytes[tint_idx] != new_r or _tint_bytes[tint_idx + 1] != new_g or _tint_bytes[tint_idx + 2] != new_b:
_tint_bytes[tint_idx + 0] = new_r
_tint_bytes[tint_idx + 1] = new_g
_tint_bytes[tint_idx + 2] = new_b
tint_dirty = true
if tint_dirty:
_tint_image.set_data(_width, _height, false, Image.FORMAT_RGB8, _tint_bytes)
zone_tint_texture.update(_tint_image)
# Shallow copy — correct for Dictionary<Vector2i, bool/String> values
_prev_visible = positions.duplicate()
+40 -16
View File
@@ -1,9 +1,14 @@
shader_type canvas_item;
// D-059: 3-layer fog shader. Composites over world content.
// Layer 1: Clear (forward cone) — transparent, soft gradient edge
// Layer 2: Explored fog — light overlay indicating "not fresh", art preserved
// Layer 3: Unexplored — solid near-black #12141a
// D-059: 3-state fog shader (simplified from 5-layer by #569).
// State 1: Clear (forward cone) — transparent, soft Gaussian gradient edge (6-8 tile spread)
// State 2: Explored (out of cone, EXP_EXPLORED) — two sub-zones by vis proximity:
// a) Light fog (near cone gradient): alpha 0.25-0.35, neutral dark, 8-10s breathe
// b) Deep fog (far from cone, vis≈0): alpha 0.55-0.70, zone temperature tint, 15-20s breathe
// State 3: Unexplored — solid near-black #12141a
// D-033: Entity colors are NOT affected — they render above the fog overlay (z-layer 5).
// D-046: Zone temperature tint from zone_tint_tex — warm=bar, cool=hub, neutral=corridor.
// D-077: zone_tint_tex populated per-tile from server zone_id via fog_state.gd.
uniform sampler2D visibility_tex : filter_linear, repeat_disable;
uniform sampler2D exploration_tex : filter_linear, repeat_disable;
@@ -17,10 +22,10 @@ uniform float tile_size; // Pixels per sim tile
uniform float time; // Seconds since start
const vec3 UNEXPLORED_COLOR = vec3(0.071, 0.078, 0.102); // #12141a
const vec3 DARK_OVERLAY = vec3(0.02, 0.02, 0.05);
const vec3 DARK_OVERLAY = vec3(0.02, 0.02, 0.05); // neutral dark (light fog zone)
// Soft gradient via 7x7 Gaussian blur on visibility (sigma 2.0).
// Spreads the cone boundary into a 3-4 tile radius gradient for soft edges.
// Spreads the cone boundary into a 3-4 tile radius gradient — no hard tile-stepped edges.
float sample_visibility(vec2 uv) {
vec2 t = 1.0 / map_size;
float sum = 0.0;
@@ -49,27 +54,46 @@ void fragment() {
float vis = sample_visibility(tex_uv);
float explored = texture(exploration_tex, tex_uv).r;
// Don't bleed gradient into never-explored tiles
// Prevent gradient bleed into never-explored tiles
if (explored < 0.01 && vis_raw < 0.01) {
vis = 0.0;
}
if (explored < 0.01 && vis < 0.01) {
// Unexplored: solid near-black
// Unexplored: solid near-black — information zero
COLOR = vec4(UNEXPLORED_COLOR, 1.0);
} else {
// Continuous blend: clear vision (vis=1) -> light fog (vis=0).
// The Gaussian blur creates a smooth 3-4 tile soft gradient
// at the cone edge — no hard boundary.
// Light fog noise — fast cycle (~9s), ±0.05 breathing
float noise_fast = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r;
// Deep fog noise — slow cycle (~20s), ±0.075 breathing (more pronounced)
float noise_slow = texture(noise_tex, tile * 0.02 + vec2(time * 0.05, time * 0.035)).r;
// Light fog: subtle animated overlay, preserves all art/info
float noise_val = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r;
float fog_alpha = 0.28 + noise_val * 0.04;
// Light fog: alpha 0.25-0.35 (centered at 0.30, ±0.05 breathe)
// Noise remapped to [-1,+1] for symmetric breathing around baseline.
float light_fog_alpha = 0.30 + (noise_fast * 2.0 - 1.0) * 0.05;
// Clarity ramp from the blurred visibility
// Deep fog: alpha 0.55-0.70 (centered at 0.625, ±0.075 breathe)
float deep_fog_alpha = 0.625 + (noise_slow * 2.0 - 1.0) * 0.075;
// Blend deep <-> light fog by proximity to cone:
// vis=0 (far from cone) → deep_factor=1 → deep fog
// vis=0.3 (cone gradient) → deep_factor=0 → light fog
// vis=0.85+ (inside cone) → clarity=1 → transparent (clear)
float deep_factor = 1.0 - smoothstep(0.0, 0.30, vis);
float fog_alpha = mix(light_fog_alpha, deep_fog_alpha, deep_factor);
// Zone temperature tint (D-059/D-046/D-077):
// Deep fog color uses zone_tint_tex; light fog uses neutral DARK_OVERLAY.
// zone_tint_tex is populated per-tile from server zone_id via fog_state.gd.
vec3 zone_tint = texture(zone_tint_tex, tex_uv).rgb;
// Clarity ramp: transparent inside cone, fogged at edges and beyond
float clarity = smoothstep(0.0, 0.85, vis);
float alpha = mix(fog_alpha, 0.0, clarity);
vec3 color = mix(DARK_OVERLAY, vec3(0.0), clarity);
// Color: deep fog → zone temperature tint; light fog → neutral dark overlay
vec3 fog_color = mix(DARK_OVERLAY, zone_tint, deep_factor);
vec3 color = mix(fog_color, vec3(0.0), clarity);
// Soft edge between explored and unexplored
float exp_fade = smoothstep(0.0, 0.3, explored);