feat: switched to mobile rendering and various optimizations

This commit is contained in:
Sara 2025-05-31 21:25:14 +02:00
parent 063d3d7e15
commit d6e2881c52
29 changed files with 1281 additions and 307 deletions

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@ -0,0 +1,53 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://8q5ql5fydib"
path="res://.godot/imported/grass.blend-a85d858ea232814392d62ef7fb996a23.scn"
[deps]
source_file="res://models/props/grass.blend"
dest_files=["res://.godot/imported/grass.blend-a85d858ea232814392d62ef7fb996a23.scn"]
[params]
nodes/root_type=""
nodes/root_name=""
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
_subresources={}
blender/nodes/visible=0
blender/nodes/active_collection_only=false
blender/nodes/punctual_lights=true
blender/nodes/cameras=true
blender/nodes/custom_properties=true
blender/nodes/modifiers=1
blender/meshes/colors=false
blender/meshes/uvs=true
blender/meshes/normals=true
blender/meshes/export_geometry_nodes_instances=false
blender/meshes/tangents=true
blender/meshes/skins=2
blender/meshes/export_bones_deforming_mesh_only=false
blender/materials/unpack_enabled=true
blender/materials/export_materials=1
blender/animation/limit_playback=true
blender/animation/always_sample=true
blender/animation/group_tracks=true

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@ -35,7 +35,7 @@ import_script/path=""
_subresources={
"materials": {
"leaves": {
"use_external/enabled": true,
"use_external/enabled": false,
"use_external/path": "uid://dqtsjjn0jp0oj"
}
}

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Width:  |  Height:  |  Size: 4.2 MiB

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@ -0,0 +1,35 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://1cv3upavrjek"
path.s3tc="res://.godot/imported/tree_cutout_texture.png-f2609be5a231b0260a72a0852263a3c0.s3tc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://models/props/tree_cutout_texture.png"
dest_files=["res://.godot/imported/tree_cutout_texture.png-f2609be5a231b0260a72a0852263a3c0.s3tc.ctex"]
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compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0

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@ -1,70 +0,0 @@
[gd_resource type="ShaderMaterial" load_steps=3 format=3 uid="uid://dqtsjjn0jp0oj"]
[ext_resource type="Texture2D" uid="uid://d1sxmql1f46f6" path="res://materials/leaves_albedo.png" id="1_dgtoi"]
[sub_resource type="Shader" id="Shader_6fq30"]
code = "// NOTE: Shader automatically converted from Godot Engine 4.4.2.rc's StandardMaterial3D.
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx, skip_vertex_transform;
uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
uniform ivec2 albedo_texture_size;
uniform float point_size : hint_range(0.1, 128.0, 0.1);
uniform float roughness : hint_range(0.0, 1.0);
uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable;
uniform float specular : hint_range(0.0, 1.0, 0.01);
uniform float metallic : hint_range(0.0, 1.0, 0.01);
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
VERTEX = (MODELVIEW_MATRIX * vec4(VERTEX * 1.2, 1.0)).xyz;
NORMAL = normalize((MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
BINORMAL = normalize((MODELVIEW_MATRIX * vec4(BINORMAL, 0.0)).xyz);
TANGENT = normalize((MODELVIEW_MATRIX * vec4(TANGENT, 0.0)).xyz);
UV = UV * uv1_scale.xy + uv1_offset.xy;
vec3 center = vec3(VIEWPORT_SIZE / 2.0, 0.0);
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo, base_uv);
ALBEDO = albedo.rgb * albedo_tex.rgb;
ALPHA = albedo_tex.a;
float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel);
METALLIC = metallic_tex * metallic;
SPECULAR = specular;
vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
}
"
[resource]
render_priority = 0
shader = SubResource("Shader_6fq30")
shader_parameter/albedo = Color(0.27451, 0.388235, 0.192157, 1)
shader_parameter/texture_albedo = ExtResource("1_dgtoi")
shader_parameter/albedo_texture_size = Vector2i(0, 0)
shader_parameter/point_size = 1.0
shader_parameter/roughness = 1.0
shader_parameter/metallic_texture_channel = Vector4(1, 0, 0, 0)
shader_parameter/specular = 0.5
shader_parameter/metallic = 0.0
shader_parameter/uv1_scale = Vector3(1, 1, 1)
shader_parameter/uv1_offset = Vector3(0, 0, 0)
shader_parameter/uv2_scale = Vector3(1, 1, 1)
shader_parameter/uv2_offset = Vector3(0, 0, 0)

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@ -33,12 +33,6 @@ animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
_subresources={
"materials": {
"Terrain": {
"use_external/enabled": false,
"use_external/path": "uid://5knww03rsy1a"
}
},
"nodes": {
"PATH:entrance": {
"mesh_instance/cast_shadow": 2

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