build: baked lighting pass on kit_demo test map
- Restructured kit_demo.tscn from linear demo to enclosed 5.12x5.12 room with walls, floor tiles, pillar, beam, doorway, window - Added WorldEnvironment with ProceduralSky for ambient lighting - Added DirectionalLight3D (sun key light, 45° angle, shadows enabled) - Added OmniLight3D (warm interior fill light) - Added ReflectionProbe for interior specular reflections (box projection, room-sized extents) - Added LightmapGI with balanced quality settings (bounces=3, texel_scale=1.0, max_texture_size=2048, denoiser=true) - Added tool script (kit_demo.gd) that prints bake status in editor - Added bake_lighting.gd CLI bake script (requires GPU-enabled instance) - Updated project.godot with reflection atlas and shadow map quality settings Headless baking note: Godot's standard editor build requires a GPU/display for LightmapGI.bake(). Open the scene in the Godot editor and click 'Bake Lightmap' on the LightmapGI node to generate the baked lightmap data.
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## Scope
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Art pass, baked lighting, performance profiling, LOD + occlusion culling for the competitive tactical shooter.
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## Dependency Chain (Kanban)
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```
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t_p3_artkit (modular wall/floor kit + PBR materials 1K + art style guide)
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└── t_p3_lighting (LightmapGI baked lighting + reflection probes)
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└── t_p3_profile (perf budget + LOD + occlusion culling)
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```
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|## Dependency Chain (Kanban)
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|```
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|t_p3_artkit (modular wall/floor kit + PBR materials 1K + art style guide) ✅ DONE
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| └── t_p3_lighting (LightmapGI baked lighting + reflection probes)
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| └── t_p3_profile (perf budget + LOD + occlusion culling)
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|```
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|## Deliverables
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|- **Art style guide**: [docs/art-style-guide.md](docs/art-style-guide.md) — visual direction, modular grid specs, material palette, mapping guidelines
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|- **Modular kit scenes**: `client/assets/scenes/modular/` — 11 CSG-based wall/floor/structural pieces + kit_demo showcase scene
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|- **PBR materials**: `client/assets/materials/` — 7 StandardMaterial3D .tres files
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|- **1K textures**: `client/assets/textures/` — 28 procedural PBR maps (basecolor, normal, roughness, metallic × 7 materials)
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|- **Project config**: `client/project.godot` — Godot 4 Forward+ renderer, 128-tick physics, LightmapGI defaults
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## Art Style
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