Tout refait le post-processing, on a maintenant du bloom qui est très pratique pour simuler de l'AO du soleil ou la lumière des fenêtre, du tonemapping, etc.
Donc un feeling + léché. Par contre il a fallu enlever toute sorte d'antialiasing, ce qui enlève aussi les artefact sur la position "idle" de la princesse. Voilà j'espère que ça va te plaire. Il y a quelques scène surexposées maintenant, mais dans l'ensemble j'ai essayé de balancer éclairage extérieur et intérieur. Le glow et le HDR sont interdépendants et il est délicat de les régler!
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32
game.tscn
32
game.tscn
@@ -1,13 +1,43 @@
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[gd_scene load_steps=3 format=3 uid="uid://dn0b30kvaeasf"]
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[gd_scene load_steps=4 format=3 uid="uid://dn0b30kvaeasf"]
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[ext_resource type="Script" path="res://game.gd" id="1_yny56"]
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[ext_resource type="PackedScene" uid="uid://dvlb4thqhqke" path="res://HUD/hud.tscn" id="2_0fnfe"]
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[sub_resource type="Environment" id="Environment_egx7o"]
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background_mode = 3
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tonemap_mode = 1
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tonemap_exposure = 0.7
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tonemap_white = 2.5
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ssr_fade_in = 0.212132
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ssr_depth_tolerance = 0.01
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ssil_radius = 5.39
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ssil_intensity = 18.38
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ssil_sharpness = 1.0
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sdfgi_bounce_feedback = 0.51
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glow_enabled = true
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glow_normalized = true
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glow_strength = 0.7
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glow_bloom = 0.02
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glow_blend_mode = 0
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glow_hdr_threshold = 0.0
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volumetric_fog_density = 0.4667
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volumetric_fog_albedo = Color(0.0980392, 0.301961, 0.592157, 1)
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volumetric_fog_emission = Color(0, 0, 1, 1)
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volumetric_fog_emission_energy = 11.02
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volumetric_fog_anisotropy = 0.9
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volumetric_fog_length = 64.79
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adjustment_enabled = true
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adjustment_contrast = 0.98
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adjustment_saturation = 1.03
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[node name="game" type="Node"]
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script = ExtResource("1_yny56")
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[node name="HUD" parent="." instance=ExtResource("2_0fnfe")]
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_egx7o")
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[connection signal="fart_reloaded" from="HUD" to="." method="_on_hud_fart_reloaded"]
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[connection signal="screen_is_black" from="HUD" to="." method="_on_hud_screen_is_black"]
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[connection signal="screen_is_ready" from="HUD" to="." method="_on_hud_screen_is_ready"]
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@@ -86,6 +86,3 @@ dash={
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textures/canvas_textures/default_texture_filter=0
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renderer/rendering_method.mobile="gl_compatibility"
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environment/defaults/default_clear_color=Color(0.615686, 0.819608, 0.988235, 1)
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anti_aliasing/quality/msaa_2d=3
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anti_aliasing/quality/screen_space_aa=1
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anti_aliasing/quality/use_taa=true
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