add fog/god rays to viridian forest

This commit is contained in:
DramaticShape
2026-08-06 01:07:38 -04:00
parent 6240b50cec
commit 442e9d26d5
12 changed files with 1252 additions and 30 deletions
+11
View File
@@ -479,6 +479,17 @@ function BattleScene.render(state, arena, textures, token)
-- no glint in the arena: the drift is the shot breathing, not the player
-- moving, and a shimmer on background windows would fight the mons
Voxel3D.glassGlint = 0
-- the host floor's atmosphere reaches the staged shot at HALF density --
-- a fight in Viridian Forest sits in the same haze the walk there did,
-- thinned so neither mon goes soft -- and its god rays stay out of it:
-- this camera is low and long, and a bright blade across a combatant
-- reads as a rendering fault, not weather. nil almost everywhere.
local ForestAtmos = V.require("ForestAtmos")
local atmos = ForestAtmos.frame(host)
Voxel3D.fog = atmos and { color = atmos.fog.color,
density = atmos.fog.density * 0.5,
start = atmos.fog.start,
heightK = atmos.fog.heightK } or nil
-- A B RUNG stands the fight on two carried discs against the sky, with no
-- map in the shot at all (see StadiumStage). Everything below still runs --