fix skylight in water under caves, fix tiny bloomy fog issue

This commit is contained in:
Xonk 2023-06-22 13:29:02 -04:00
parent ea87379139
commit 31af0de256
4 changed files with 48 additions and 14 deletions

View File

@ -243,7 +243,7 @@ void main() {
#endif
vec4 vl = BilateralUpscale(colortex0, depthtex1, gl_FragCoord.xy, frDepth, vec2(0.0));
color *= vl.a;
if (TranslucentShader.a > 0.0){
#ifdef Glass_Tint
@ -257,6 +257,7 @@ void main() {
#endif
}
//cave fog
#ifdef Cave_fog
if (isEyeInWater == 0){
@ -274,6 +275,7 @@ void main() {
vl.a *= fogfade*0.7+0.3 ;
}
color *= vl.a;
color += vl.rgb;
// bloomy rain effect

View File

@ -7,26 +7,26 @@ vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float sky
// Lightmap.y = 1.0;
// old torchlight curves
// vec3 TorchLight = TorchColor * pow(1.0-pow(1.0-clamp(Lightmap.x,0.0,1.0) ,0.1),2);
// TorchLight = clamp(exp(TorchLight * 30) - 1.0,0.0,5.0);
// TorchLight *= TORCH_AMOUNT;
// SkyColor = SkyColor * 2.0 * ambient_brightness;
// vec3 SkyLight = max((SkyColor * 8./150./3.) * min(pow(Lightmap.y,3.0),1.0) , vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01)) ;
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5;
vec3 TorchLight = TorchColor * TorchLM * 0.75;
TorchLight *= TORCH_AMOUNT;
float skyLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.y)),5.0)+0.1));
skyLM = pow(skyLM/4,10) + pow(Lightmap.y,1.5)*0.5;
// old skylight curves
// SkyColor = (SkyColor * 2.0 * ambient_brightness) * 8./150./3.;
// vec3 SkyLight = max(SkyColor * min(pow(Lightmap.y,3.0),1.0), vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01)) ;
SkyColor = SkyColor * ambient_brightness;
vec3 SkyLight = max((SkyColor * skyLM * 0.75) * 8./150./3., vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01));
SkyColor = (SkyColor * 2.0 * ambient_brightness) * 8./150./3.;
float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5)*0.5)*0.5;
vec3 SkyLight = max(SkyColor * skyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01));
return SkyLight * skyLightDir + TorchLight;
}

View File

@ -121,6 +121,8 @@ vec3 rayTraceSpeculars(vec3 dir,vec3 position,float dither, float quality, bool
float maxZ = spos.z;
spos.xy += TAA_Offset*texelSize*0.5/RENDER_SCALE;
float depthcancle = pow(1.0-(quality/reflection_quality),5);
float dist = 1.0 + clamp(position.z*position.z/50.0,0,2); // shrink sample size as distance increases
for (int i = 0; i <= int(quality); i++) {
@ -133,7 +135,7 @@ vec3 rayTraceSpeculars(vec3 dir,vec3 position,float dither, float quality, bool
spos += stepv;
//small bias
float biasamount = 0.0002 / dist;
float biasamount = max(0.0002, depthcancle*0.0035) / dist;
if(hand) biasamount = 0.01;
minZ = maxZ-biasamount / ld(spos.z);
maxZ += stepv.z;
@ -145,6 +147,35 @@ vec3 rayTraceSpeculars(vec3 dir,vec3 position,float dither, float quality, bool
return vec3(1.1);
}
float xonk_fma(float a,float b,float c){
return a * b + c;
}
//// thank you Zombye | the paper: https://ggx-research.github.io/publication/2023/06/09/publication-ggx.html
vec3 SampleVNDFGGX(
vec3 viewerDirection, // Direction pointing towards the viewer, oriented such that +Z corresponds to the surface normal
vec2 alpha, // Roughness parameter along X and Y of the distribution
vec2 xy // Pair of uniformly distributed numbers in [0, 1)
) {
// Transform viewer direction to the hemisphere configuration
viewerDirection = normalize(vec3(alpha * viewerDirection.xy, viewerDirection.z));
// Sample a reflection direction off the hemisphere
const float tau = 6.2831853; // 2 * pi
float phi = tau * xy.x;
float cosTheta = xonk_fma(1.0 - xy.y, 1.0 + viewerDirection.z, -viewerDirection.z);
float sinTheta = sqrt(clamp(1.0 - cosTheta * cosTheta, 0.0, 1.0)*0.25);
vec3 reflected = vec3(vec2(cos(phi), sin(phi)) * sinTheta, cosTheta);
// Evaluate halfway direction
// This gives the normal on the hemisphere
vec3 halfway = reflected + viewerDirection;
// Transform the halfway direction back to hemiellispoid configuation
// This gives the final sampled normal
return normalize(vec3(alpha * halfway.xy, halfway.z));
}
vec3 sampleGGXVNDF(vec3 V_, float roughness, float U1, float U2){
// stretch view
vec3 V = normalize(vec3(roughness * V_.x, roughness * V_.y, V_.z));
@ -222,7 +253,8 @@ void MaterialReflections(
#ifdef Rough_reflections
int seed = frameCounter%40000;
vec2 ij = fract(R2_samples_spec(seed) + noise.rg) ;
vec3 H = sampleGGXVNDF(normSpaceView, roughness, ij.x, ij.y);
// vec3 H = sampleGGXVNDF(normSpaceView, roughness, ij.x, ij.y);
vec3 H = SampleVNDFGGX(normSpaceView, vec2(roughness), ij.xy);
if(hand) H = normalize(vec3(0.0,0.0,1.0));
#else
@ -257,12 +289,12 @@ void MaterialReflections(
// #ifdef SCREENSHOT_MODEFconst
// float rayQuality = reflection_quality;
// #else
float rayQuality = mix_float(reflection_quality,4.0,luma(rayContrib)); // Scale quality with ray contribution
float rayQuality = mix_float(reflection_quality,6.0,luma(rayContrib)); // Scale quality with ray contribution
// #endif
// float rayQuality = reflection_quality;
vec3 rtPos = rayTraceSpeculars(mat3(gbufferModelView) * L, fragpos.xyz, noise.b, reflection_quality, hand, reflectLength);
vec3 rtPos = rayTraceSpeculars(mat3(gbufferModelView) * L, fragpos.xyz, noise.b, rayQuality, hand, reflectLength);
float LOD = clamp(reflectLength * 6.0, 0.0,6.0);

View File

@ -280,7 +280,7 @@ vec4 InsideACloudFog(
vec3 rainRays = ((Fog_SunCol/5)*Shadows_for_Fog) * (rayL*phaseg(SdotV,0.5)) * clamp(pow(WsunVec.y,5)*2,0.0,1.0) * rainStrength * noPuddleAreas * RainFog_amount;
vec3 CaveRays = (Fog_SunCol*Shadows_for_Fog) * phaseg(SdotV,0.7) * 0.001 * (1.0 - max(eyeBrightnessSmooth.y,0)/240.);
vec3 vL0 = (DirectLight + AmbientLight + AtmosphericFog + rainRays ) * max(eyeBrightnessSmooth.y,0)/240. + CaveRays ;
vec3 vL0 = (DirectLight + AmbientLight + AtmosphericFog + rainRays ) * max(eyeBrightnessSmooth.y,0)/240. ;
color += (vL0 - vL0 * exp(-(rL+m)*dd*dL)) / ((rL+m)+0.00000001)*total_extinction;
total_extinction *= dot(clamp(exp(-(rL+m)*dd*dL),0.0,1.0), vec3(0.333333));