New skybox from Vladimir. Set fog to white in scenes using the skybox. Water scene lighting slightly brightened to match the skybox.

This commit is contained in:
Lasse Öörni 2014-01-20 12:01:38 +02:00
parent 983b32dac6
commit 40d759fbae
15 changed files with 21 additions and 15 deletions

View File

@ -54,8 +54,8 @@ function CreateScene()
local zone = zoneNode:CreateComponent("Zone")
zone.boundingBox = BoundingBox(-1000.0, 1000.0)
zone.ambientColor = Color(0.15, 0.15, 0.15)
zone.fogColor = Color(0.7, 0.6, 0.5)
zone.fogStart = 150.0
zone.fogColor = Color(1.0, 1.0, 1.0)
zone.fogStart = 300.0
zone.fogEnd = 500.0
-- Create a directional light to the world. Enable cascaded shadows on it

View File

@ -51,8 +51,8 @@ function CreateScene()
local zone = zoneNode:CreateComponent("Zone")
zone.boundingBox = BoundingBox(-1000.0, 1000.0)
zone.ambientColor = Color(0.15, 0.15, 0.15)
zone.fogColor = Color(0.4, 0.5, 0.7)
zone.fogStart = 150.0
zone.fogColor = Color(1.0, 1.0, 1.0)
zone.fogStart = 500.0
zone.fogEnd = 750.0
-- Create a directional light to the world. Enable cascaded shadows on it
@ -63,6 +63,9 @@ function CreateScene()
light.castShadows = true
light.shadowBias = BiasParameters(0.0001, 0.5)
light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
light.specularIntensity = 0.5;
-- Apply slightly overbright lighting to match the skybox
light.color = Color(1.2, 1.2, 1.2);
-- Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
-- illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will

View File

@ -7,5 +7,5 @@
<parameter name="NoiseTiling" value="50" />
<parameter name="NoiseStrength" value="0.02" />
<parameter name="FresnelPower" value="8" />
<parameter name="WaterTint" value="0.6 0.6 0.8" />
<parameter name="WaterTint" value="0.8 0.8 1.0" />
</material>

View File

@ -48,8 +48,8 @@ void CreateScene()
Zone@ zone = zoneNode.CreateComponent("Zone");
zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
zone.ambientColor = Color(0.15f, 0.15f, 0.15f);
zone.fogColor = Color(0.7f, 0.6f, 0.5f);
zone.fogStart = 150.0f;
zone.fogColor = Color(1.0f, 1.0f, 1.0f);
zone.fogStart = 300.0f;
zone.fogEnd = 500.0f;
// Create a directional light to the world. Enable cascaded shadows on it

View File

@ -45,8 +45,8 @@ void CreateScene()
Zone@ zone = zoneNode.CreateComponent("Zone");
zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
zone.ambientColor = Color(0.15f, 0.15f, 0.15f);
zone.fogColor = Color(0.4f, 0.5f, 0.7f);
zone.fogStart = 150.0f;
zone.fogColor = Color(1.0f, 1.0f, 1.0f);
zone.fogStart = 500.0f;
zone.fogEnd = 750.0f;
// Create a directional light to the world. Enable cascaded shadows on it
@ -58,6 +58,8 @@ void CreateScene()
light.shadowBias = BiasParameters(0.0001f, 0.5f);
light.shadowCascade = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
light.specularIntensity = 0.5f;
// Apply slightly overbright lighting to match the skybox
light.color = Color(1.2f, 1.2f, 1.2f);
// Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
// illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will

View File

@ -121,7 +121,6 @@ Urho3D uses the following third-party libraries:
DXT / ETC1 / PVRTC decompression code based on the Squish library and the Oolong %Engine.<br>
Jack and mushroom models from the realXtend project. (http://www.realxtend.org)<br>
Ninja model and terrain, water, smoke, flare and status bar textures from OGRE.<br>
%Skybox cubemap from http://www.codemonsters.de.<br>
BlueHighway font from Larabie Fonts.<br>
Anonymous Pro font by Mark Simonson.<br>
NinjaSnowWar sounds by Veli-Pekka T&auml;til&auml;.

View File

@ -92,7 +92,6 @@ DXT / ETC1 / PVRTC decompression code based on the Squish library and the Oolong
Engine.
Jack and mushroom models from the realXtend project. (http://www.realxtend.org)
Ninja model and terrain, water, smoke, flare and status bar textures from OGRE.
Skybox cubemap from http://www.codemonsters.de.
BlueHighway font from Larabie Fonts.
Anonymous Pro font by Mark Simonson.
NinjaSnowWar sounds by Veli-Pekka Tätilä.

View File

@ -96,8 +96,8 @@ void Physics::CreateScene()
Zone* zone = zoneNode->CreateComponent<Zone>();
zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
zone->SetFogColor(Color(0.7f, 0.6f, 0.5f));
zone->SetFogStart(150.0f);
zone->SetFogColor(Color(1.0f, 1.0f, 1.0f));
zone->SetFogStart(300.0f);
zone->SetFogEnd(500.0f);
// Create a directional light to the world. Enable cascaded shadows on it

View File

@ -89,8 +89,8 @@ void Water::CreateScene()
Zone* zone = zoneNode->CreateComponent<Zone>();
zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
zone->SetFogColor(Color(0.4f, 0.5f, 0.7f));
zone->SetFogStart(150.0f);
zone->SetFogColor(Color(1.0f, 1.0f, 1.0f));
zone->SetFogStart(500.0f);
zone->SetFogEnd(750.0f);
// Create a directional light to the world. Enable cascaded shadows on it
@ -101,6 +101,9 @@ void Water::CreateScene()
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.0001f, 0.5f));
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
light->SetSpecularIntensity(0.5f);
// Apply slightly overbright lighting to match the skybox
light->SetColor(Color(1.2f, 1.2f, 1.2f));
// Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
// illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will