New skybox from Vladimir. Set fog to white in scenes using the skybox. Water scene lighting slightly brightened to match the skybox.
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@ -54,8 +54,8 @@ function CreateScene()
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local zone = zoneNode:CreateComponent("Zone")
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zone.boundingBox = BoundingBox(-1000.0, 1000.0)
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zone.ambientColor = Color(0.15, 0.15, 0.15)
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zone.fogColor = Color(0.7, 0.6, 0.5)
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zone.fogStart = 150.0
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zone.fogColor = Color(1.0, 1.0, 1.0)
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zone.fogStart = 300.0
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zone.fogEnd = 500.0
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-- Create a directional light to the world. Enable cascaded shadows on it
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@ -51,8 +51,8 @@ function CreateScene()
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local zone = zoneNode:CreateComponent("Zone")
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zone.boundingBox = BoundingBox(-1000.0, 1000.0)
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zone.ambientColor = Color(0.15, 0.15, 0.15)
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zone.fogColor = Color(0.4, 0.5, 0.7)
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zone.fogStart = 150.0
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zone.fogColor = Color(1.0, 1.0, 1.0)
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zone.fogStart = 500.0
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zone.fogEnd = 750.0
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-- Create a directional light to the world. Enable cascaded shadows on it
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@ -63,6 +63,9 @@ function CreateScene()
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light.castShadows = true
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light.shadowBias = BiasParameters(0.0001, 0.5)
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light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
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light.specularIntensity = 0.5;
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-- Apply slightly overbright lighting to match the skybox
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light.color = Color(1.2, 1.2, 1.2);
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-- Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
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-- illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
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@ -7,5 +7,5 @@
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<parameter name="NoiseTiling" value="50" />
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<parameter name="NoiseStrength" value="0.02" />
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<parameter name="FresnelPower" value="8" />
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<parameter name="WaterTint" value="0.6 0.6 0.8" />
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<parameter name="WaterTint" value="0.8 0.8 1.0" />
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</material>
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@ -48,8 +48,8 @@ void CreateScene()
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Zone@ zone = zoneNode.CreateComponent("Zone");
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zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
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zone.ambientColor = Color(0.15f, 0.15f, 0.15f);
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zone.fogColor = Color(0.7f, 0.6f, 0.5f);
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zone.fogStart = 150.0f;
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zone.fogColor = Color(1.0f, 1.0f, 1.0f);
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zone.fogStart = 300.0f;
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zone.fogEnd = 500.0f;
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// Create a directional light to the world. Enable cascaded shadows on it
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@ -45,8 +45,8 @@ void CreateScene()
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Zone@ zone = zoneNode.CreateComponent("Zone");
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zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
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zone.ambientColor = Color(0.15f, 0.15f, 0.15f);
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zone.fogColor = Color(0.4f, 0.5f, 0.7f);
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zone.fogStart = 150.0f;
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zone.fogColor = Color(1.0f, 1.0f, 1.0f);
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zone.fogStart = 500.0f;
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zone.fogEnd = 750.0f;
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// Create a directional light to the world. Enable cascaded shadows on it
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@ -58,6 +58,8 @@ void CreateScene()
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light.shadowBias = BiasParameters(0.0001f, 0.5f);
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light.shadowCascade = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
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light.specularIntensity = 0.5f;
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// Apply slightly overbright lighting to match the skybox
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light.color = Color(1.2f, 1.2f, 1.2f);
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// Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
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// illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
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@ -121,7 +121,6 @@ Urho3D uses the following third-party libraries:
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DXT / ETC1 / PVRTC decompression code based on the Squish library and the Oolong %Engine.<br>
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Jack and mushroom models from the realXtend project. (http://www.realxtend.org)<br>
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Ninja model and terrain, water, smoke, flare and status bar textures from OGRE.<br>
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%Skybox cubemap from http://www.codemonsters.de.<br>
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BlueHighway font from Larabie Fonts.<br>
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Anonymous Pro font by Mark Simonson.<br>
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NinjaSnowWar sounds by Veli-Pekka Tätilä.
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@ -92,7 +92,6 @@ DXT / ETC1 / PVRTC decompression code based on the Squish library and the Oolong
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Engine.
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Jack and mushroom models from the realXtend project. (http://www.realxtend.org)
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Ninja model and terrain, water, smoke, flare and status bar textures from OGRE.
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Skybox cubemap from http://www.codemonsters.de.
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BlueHighway font from Larabie Fonts.
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Anonymous Pro font by Mark Simonson.
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NinjaSnowWar sounds by Veli-Pekka Tätilä.
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@ -96,8 +96,8 @@ void Physics::CreateScene()
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Zone* zone = zoneNode->CreateComponent<Zone>();
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zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
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zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
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zone->SetFogColor(Color(0.7f, 0.6f, 0.5f));
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zone->SetFogStart(150.0f);
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zone->SetFogColor(Color(1.0f, 1.0f, 1.0f));
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zone->SetFogStart(300.0f);
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zone->SetFogEnd(500.0f);
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// Create a directional light to the world. Enable cascaded shadows on it
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@ -89,8 +89,8 @@ void Water::CreateScene()
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Zone* zone = zoneNode->CreateComponent<Zone>();
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zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
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zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
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zone->SetFogColor(Color(0.4f, 0.5f, 0.7f));
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zone->SetFogStart(150.0f);
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zone->SetFogColor(Color(1.0f, 1.0f, 1.0f));
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zone->SetFogStart(500.0f);
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zone->SetFogEnd(750.0f);
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// Create a directional light to the world. Enable cascaded shadows on it
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@ -101,6 +101,9 @@ void Water::CreateScene()
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light->SetCastShadows(true);
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light->SetShadowBias(BiasParameters(0.0001f, 0.5f));
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light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
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light->SetSpecularIntensity(0.5f);
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// Apply slightly overbright lighting to match the skybox
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light->SetColor(Color(1.2f, 1.2f, 1.2f));
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// Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
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// illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
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