Screenspace subsurface scattering, and various tweaks

good old SSSSS.

tweaked bitmask handling for SSS, is packed in the same buffer as labSSS
This commit is contained in:
Xonk
2023-06-01 17:41:06 -04:00
parent 3b8cc5a19a
commit 2ac0cda149
15 changed files with 245 additions and 247 deletions

View File

@ -5,6 +5,15 @@ value.indirect_effect.2 = GTAO
value.indirect_effect.3 = RTAO
value.indirect_effect.4 = SSGI
option.SSS_TYPE = SSS Mode
value.SSS_TYPE.0 = RTX
value.SSS_TYPE.1 = Hardcoded only
value.SSS_TYPE.2 = Hardcoded + LabSSS
value.SSS_TYPE.3 = LabSSS only
option.SSS_TYPE.comment = Hardcoded means that the shader defines what gets SSS or not. LabSSS means that the resourcepack defines what gets SSS or not. RTX is no SSS at all lmao. i had to steal this formatting, RRe36
option.ambient_colortype = Coloring Type
value.ambient_colortype.0 = Temperature
value.ambient_colortype.1 = RGB