Noise-driven fire light rig with bounce, core, embers and glow

This commit is contained in:
enne2
2026-10-11 02:26:08 +02:00
parent e15deef84f
commit 70c82df450
11 changed files with 440 additions and 22 deletions
+11
View File
@@ -42,6 +42,17 @@ func _ready() -> void:
env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
env.ambient_light_color = Color(0.28, 0.36, 0.48)
env.ambient_light_energy = 0.12
# Glow compensates for the missing volumetric fog (unsupported in Compatibility):
# a high threshold so only the fire core blooms, keeping the amber HUD readable.
env.glow_enabled = true
env.glow_intensity = 0.45
env.glow_strength = 1.0
env.glow_bloom = 0.05
env.glow_mix = 0.05
env.glow_hdr_threshold = 1.3
env.glow_blend_mode = Environment.GLOW_BLEND_MODE_ADDITIVE
for level in [2, 3, 4]:
env.set("glow_levels/%d" % level, 1.0 if level == 3 else 0.4)
envnode.environment = env
add_child(envnode)
var office := Node3D.new()