mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 18:22:33 +08:00
tweak SSS values/groups
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@ -294,15 +294,18 @@ void main() {
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/////// ----- SSS ON BLOCKS ----- ///////
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/////// ----- SSS ON BLOCKS ----- ///////
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// strong
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// strong
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if (
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if (
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mc_Entity.x == BLOCK_GROUND_WAVING || mc_Entity.x == BLOCK_GROUND_WAVING_VERTICAL || mc_Entity.x == BLOCK_AIR_WAVING ||
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mc_Entity.x == BLOCK_SSS_STRONG || mc_Entity.x == BLOCK_SAPLING || mc_Entity.x == BLOCK_AIR_WAVING
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mc_Entity.x == BLOCK_GRASS_SHORT || mc_Entity.x == BLOCK_GRASS_TALL_UPPER || mc_Entity.x == BLOCK_GRASS_TALL_LOWER ||
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mc_Entity.x == BLOCK_SSS_STRONG || mc_Entity.x == BLOCK_SAPLING
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/*|| (mc_Entity.x >= 410 && mc_Entity.x <= 415) || (mc_Entity.x >= 402 && mc_Entity.x <= 405) THIS IS FOR MCME NEW TREES.*/
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) {
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) {
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SSSAMOUNT = 1.0;
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SSSAMOUNT = 1.0;
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}
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}
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// medium
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// medium
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if (
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mc_Entity.x == BLOCK_GROUND_WAVING || mc_Entity.x == BLOCK_GROUND_WAVING_VERTICAL
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|| mc_Entity.x == BLOCK_GRASS_SHORT || mc_Entity.x == BLOCK_GRASS_TALL_UPPER || mc_Entity.x == BLOCK_GRASS_TALL_LOWER
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) {
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SSSAMOUNT = 0.5;
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}
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if (
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if (
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mc_Entity.x == BLOCK_SSS_WEAK || mc_Entity.x == BLOCK_SSS_WEAK_2 ||
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mc_Entity.x == BLOCK_SSS_WEAK || mc_Entity.x == BLOCK_SSS_WEAK_2 ||
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mc_Entity.x == BLOCK_GLOW_LICHEN || mc_Entity.x == BLOCK_SNOW_LAYERS || mc_Entity.x == BLOCK_CARPET ||
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mc_Entity.x == BLOCK_GLOW_LICHEN || mc_Entity.x == BLOCK_SNOW_LAYERS || mc_Entity.x == BLOCK_CARPET ||
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@ -314,7 +317,11 @@ void main() {
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// low
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// low
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#ifdef MISC_BLOCK_SSS
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#ifdef MISC_BLOCK_SSS
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if(mc_Entity.x == BLOCK_SSS_WEIRD || mc_Entity.x == BLOCK_GRASS) SSSAMOUNT = 0.4;
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if(
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mc_Entity.x == BLOCK_SSS_WEIRD || mc_Entity.x == BLOCK_GRASS
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){
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SSSAMOUNT = 0.5;
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}
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#endif
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#endif
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#ifdef ENTITIES
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#ifdef ENTITIES
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@ -648,7 +648,11 @@ vec3 SubsurfaceScattering_sun(vec3 albedo, float Scattering, float Density, floa
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vec3 absorbColor = exp(max(luma(albedo) - albedo*vec3(1.0,1.1,1.2), 0.0) * -20.0 * sss_absorbance_multiplier);
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vec3 absorbColor = exp(max(luma(albedo) - albedo*vec3(1.0,1.1,1.2), 0.0) * -20.0 * sss_absorbance_multiplier);
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vec3 scatter = scatterDepth * mix(absorbColor, vec3(1.0), scatterDepth) * pow(Density, LabSSS_Curve);//* (1-min(max((1-Density)-0.9, 0.0)/(1.0-0.9),1.0));
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vec3 scatter = scatterDepth * mix(absorbColor, vec3(1.0), scatterDepth);
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#if SSS_TYPE == 3
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scatter *= pow(Density, LabSSS_Curve);
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#endif
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scatter *= 1.0 + CustomPhase(lightPos)*6.0; // ~10x brighter at the peak
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scatter *= 1.0 + CustomPhase(lightPos)*6.0; // ~10x brighter at the peak
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