d631ff784a
- 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.
8 lines
257 B
Plaintext
8 lines
257 B
Plaintext
[gd_scene load_steps=2 format=3]
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[ext_resource type="Material" path="res://assets/materials/accent_team_red.tres" id="1"]
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[node name="RedPanel01" type="CSGBox3D" parent="."]
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size = Vector3(1.28, 0.64, 0.08)
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material = ExtResource("1")
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use_collision = true
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