extends Node3D
## Test scene: single massive cloud volume covering the sky
## The Schneider density + weather map creates all cloud formations procedurally
## F12: screenshot
var _sky_mat: ShaderMaterial
func _ready() -> void:
# Sky shader for background
var shader := load("res://addons/nubis_clouds/shaders/cloud_sky.gdshader") as Shader
if shader:
_sky_mat = ShaderMaterial.new()
_sky_mat.shader = shader
var pw_tex = load("res://addons/nubis_clouds/textures/perlworlnoise.png")
var worl_tex = load("res://addons/nubis_clouds/textures/worlnoise.webp")
var weather_tex = load("res://addons/nubis_clouds/textures/weather.webp")
if pw_tex: _sky_mat.set_shader_parameter("perlworlnoise", pw_tex)
if worl_tex: _sky_mat.set_shader_parameter("worlnoise", worl_tex)
if weather_tex: _sky_mat.set_shader_parameter("weather_map", weather_tex)
_sky_mat.set_shader_parameter("cloud_coverage", 0.35)
_sky_mat.set_shader_parameter("cloud_time_scale", 2.0)
var sky := Sky.new()
sky.sky_material = _sky_mat
sky.process_mode = Sky.PROCESS_MODE_REALTIME
var env: Environment = $WorldEnvironment.environment
env.background_mode = Environment.BG_SKY
env.sky = sky
# Compositor
var compositor := Compositor.new()
var nubis_comp := NubisCompositor.new()
nubis_comp.shader_file = "res://addons/nubis_clouds/experimental/cloud_compositor_sky.glsl"
nubis_comp.enabled_setting = true
nubis_comp.density_scale = 80.0
nubis_comp.noise_freq = 0.002
nubis_comp.erosion_strength = 0.6
compositor.compositor_effects = [nubis_comp]
$WorldEnvironment.compositor = compositor
# ONE massive sky-layer volume
# Schneider density + weather map will create all cloud formations within it
var sdf := _make_sky_layer_sdf(32)
var cloud := CloudVolume.new()
cloud.shared_sdf = sdf
cloud.position = Vector3(0, 350, 0)
cloud.cloud_size = Vector3(10000, 700, 10000) # 10km x 700m x 10km (bottom at 0m, top at 700m)
cloud.density_scale = 80.0
cloud.wind_speed = 0.02
cloud.wrap_distance = 0.0 # no wrap — volume follows camera instead
add_child(cloud)
print("[Nubis SkyLayer] 10km cloud volume active")
func _process(_delta: float) -> void:
# Re-center the cloud volume on camera XZ so it always covers the sky
var cam := get_viewport().get_camera_3d()
if cam:
var cloud := get_child(get_child_count() - 1) as CloudVolume
if cloud:
cloud.position.x = cam.global_position.x
cloud.position.z = cam.global_position.z
func _make_sky_layer_sdf(res: int) -> ImageTexture3D:
# Flat 1.0 everywhere — ALL shaping done in shader
# No baked height gradient = no visible banding when inside the volume
var images: Array[Image] = []
for z in res:
var img := Image.create(res, res, false, Image.FORMAT_RF)
img.fill(Color(1.0, 0, 0, 1))
images.append(img)
var tex := ImageTexture3D.new()
tex.create(Image.FORMAT_RF, res, res, res, false, images)
return tex
func _smoothstep(edge0: float, edge1: float, x: float) -> float:
var t := clampf((x - edge0) / (edge1 - edge0), 0.0, 1.0)
return t * t * (3.0 - 2.0 * t)
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed:
match event.keycode:
KEY_F12:
var img := get_viewport().get_texture().get_image()
var ts := Time.get_datetime_string_from_system().replace(":", "-")
var dir := "/home/fleeky/Desktop/hyper-tps"
DirAccess.make_dir_recursive_absolute(dir)
var path := "%s/nubis_skylayer_%s.png" % [dir, ts]
img.save_png(path)
print("[Nubis SkyLayer] Screenshot: %s" % path)