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
+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);