fog tweaks, fix TAAU breaking the nether

yar
This commit is contained in:
Xonk
2023-06-10 16:49:06 -04:00
parent 3cda692d97
commit 2e7d464b14
13 changed files with 135 additions and 73 deletions

View File

@ -71,7 +71,11 @@
// #define SCREENSHOT_MODE // go render mode and accumulate frames for as long as you want for max image quality.
// #define SPLIT_RENDER // AAAAAAAAAAAAAAAA
// --- FOG/VOLUMETRICS ---
//////////////////////////////////////
// ----- FOG RELATED SETTINGS ----- //
//////////////////////////////////////
#define Biome_specific_environment // makes the fog density and color look unique in certain biomes. (swamps, jungles, lush caves, giant pines, dark forests)
#define Cave_fog // cave fog....
@ -96,61 +100,80 @@
#define cloudray_amount 0.2 // rain boost this [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.75 0.8 0.85 0.9 0.95 1.0]
#define HQ_CLOUDS //Renders detailled clouds for viewport
#define CLOUDS_QUALITY 0.5 //[0.1 0.125 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.9 1.0]
#define BLOOMY_FOG 2.0 //[0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 3.0 4.0 6.0 10.0 15.0 20.0]
#define BLOOM_STRENGTH 4.0 //[0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 3.0 4.0]
// ----- MISC FOG ----- //
#define Haze_amount 1.0 // [0.0 0.2 0.4 0.6 0.8 1.0 1.25 1.5 1.75 2.0 3.0 4.0 5.0]
#define RainFog_amount 5 // [0 1 2 3 4 5 6 7 8 9 10 15 20 25]
#define CaveFog_amount 5 // [0 1 2 3 4 5 6 7 8 9 10 15 20 25]
#define Morning_Uniform_Fog 1.0 // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.]
#define Noon_Uniform_Fog 0.0 // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.]
#define Evening_Uniform_Fog 10.0 // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.]
#define Night_Uniform_Fog 10.0 // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.]
#define RainFog_amount 1 // [0 1 2 3 4 5 6 7 8 9 10 15 20 25]
#define Morning_Cloudy_Fog 1.0 // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.]
#define Noon_Cloudy_Fog 0.0 // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.]
#define Evening_Cloudy_Fog 50.0 // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.]
#define Night_Cloudy_Fog 5.0 // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.]
#define CaveFog_amount 1 // [0 1 2 3 4 5 6 7 8 9 10 15 20 25]
// ----- TIME OF DAY FOG ----- //
#define TOD_Fog_mult 1.0 // [0.0 0.25 0.5 0.75 1.0 2.0 3.0 4.0 5.0 10.0 15.0 20.0 25.0 50.0 75.0 100.0]
#define Morning_Uniform_Fog 1. // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.]
#define Morning_Cloudy_Fog 10. // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.]
#define Noon_Uniform_Fog 0. // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.]
#define Noon_Cloudy_Fog 0. // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.]
#define Evening_Uniform_Fog 3. // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.]
#define Evening_Cloudy_Fog 1. // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.]
#define Night_Uniform_Fog 5. // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.]
#define Night_Cloudy_Fog 5. // [0. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 75. 100. 125. 150. 175. 200. 255.]
// ----- OTHER DIMENSION'S FOG ----- //
#define NetherFog_brightness 0.5 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.75 0.8 0.85 0.9 0.95 1.0]
// --- LABPBR ---
//#define SPECULARTEX
#define Sub_surface_scattering // (place the flashlight on your hand example here)
#define LabPBR_subsurface_scattering
#define SSS_TYPE 1 // [0 1 2 3]
#define Ambient_SSS // subsurface scattering from the sky's light. If SSAO is enabled, this costs very little performance.
#define ambientsss_brightness 1 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
#define LabSSS_Curve 1.0 // i just really like how it looks at 2.0, so i made it an option. [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
#define Strong_SSS_strength 45 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2 3 4 5 6 7 8 9 10 15 20 30 35 40 45 50]
#define Medium_SSS_strength 30 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2 3 4 5 6 7 8 9 10 15 20 30 35 40 45 50]
#define AO_Strength 0.8 // strength of shadowed areas [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
#define GI_Strength 1.0 // strength of bounced light areas [1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
// #define HQ_SSGI
///////////////////////////////////////////////////
// ----- LABPBR MATERIALS RELATED SETTINGS ----- //
///////////////////////////////////////////////////
//#define SPECULARTEX
// #define LabPBR_Emissives
#define Emissive_Brightness 10.0 // [1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 15. 20. 25. 30. 35. 40. 45. 50. 100.]
#define Emissive_Curve 2.0 // yes i blatantly copied kappa here. [1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
//#define Horrible_slope_normals // really only good on low resoltution packs. alot of aliasing/flickering at high resoltions
#define LabPBR_subsurface_scattering
#define LabSSS_Curve 1.0 // i just really like how it looks at 2.0, so i made it an option. [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
//#define POM
#define mob_SSS
#define misc_block_SSS
#define POM_DEPTH 0.25 // [0.025 0.05 0.075 0.1 0.125 0.15 0.20 0.25 0.30 0.50 0.75 1.0] // IN METERS. Vanillaccurate: 0.15-0.25. VNR: 0.20. Patrix: 1.0
#define Adaptive_Step_length // make only used parts of the POM depth get samples, to increase overall quality. DOWNSIDE: at sheer angles, it looks kinda buggy.
//#define Horrible_slope_normals // really only good on low resoltution packs. alot of aliasing/flickering at high resoltions
#define POM_DEPTH 0.25 // [0.025 0.05 0.075 0.1 0.125 0.15 0.20 0.25 0.30 0.50 0.75 1.0] // IN METERS. Vanillaccurate: 0.15-0.25. VNR: 0.20. Patrix: 1.0
#define MAX_ITERATIONS 50 // [5 10 15 20 25 30 40 50 60 70 80 90 100 125 150 200 400] //Improves quality at grazing angles (reduces performance)
#define MAX_DIST 25.0 // [5.0 10.0 15.0 20.0 25.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0 125.0 150.0 200.0 400.0] //Increases distance at which POM is calculated
// #define DISABLE_ALPHA_MIPMAPS //Disables mipmaps on the transparency of alpha-tested things like foliage, may cost a few fps in some cases
// #define Porosity
#define Sub_surface_scattering // (place the flashlight on your hand example here)
#define SSS_TYPE 1 // [0 1 2 3]
#define Ambient_SSS // subsurface scattering from the sky's light. If SSAO is enabled, this costs very little performance.
#define ambientsss_brightness 1 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
#define Strong_SSS_strength 45 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2 3 4 5 6 7 8 9 10 15 20 30 35 40 45 50]
#define Medium_SSS_strength 30 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2 3 4 5 6 7 8 9 10 15 20 30 35 40 45 50]
#define AO_Strength 0.8 // strength of shadowed areas [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
#define GI_Strength 1.0 // strength of bounced light areas [1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
// #define HQ_SSGI
#define mob_SSS
#define misc_block_SSS
// #define DISABLE_ALPHA_MIPMAPS //Disables mipmaps on the transparency of alpha-tested things like foliage, may cost a few fps in some cases
// --- WEATHER/SKY ---
@ -266,10 +289,17 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] THIS WILL BREAK SUBSURF
#define Puddles // yes
#endif
// --- CLOUDS ---
////////////////////////////////////////
// ----- CLOUD RELATED SETTINGS ----- //
////////////////////////////////////////
#define VOLUMETRIC_CLOUDS // if you don't like the noise on the default cloud settings, turn up the cloud samples. if that hurts performance too much, turn down the clouds quality.
#define HQ_CLOUDS // Renders detailled clouds for viewport
#define CLOUDS_QUALITY 0.5 //[0.1 0.125 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.9 1.0]
// #define Daily_Weather // different skies for different days, and fog.
#ifdef VOLUMETRIC_CLOUDS
#define CLOUDS_SHADOWS // Casts shadows from clouds on the world
#ifdef CLOUDS_SHADOWS
@ -290,7 +320,6 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] THIS WILL BREAK SUBSURF
#define Rain_coverage 1.1 // how much the coverage of the clouds change during rain [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
// #define Daily_Weather // different skies for different days, and fog.
#define WeatherDay -1 // [-1 0 1 2 3 4 5 6 7]
#define cloudCoverage 0.4 // Cloud coverage [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]