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DOUBLE LAYER CLOUD TEST #3. altered the atmosphere and cloud blending into it. fixed fog ambient color being black.
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@ -94,8 +94,23 @@ vec3 sky_transmittance(vec3 position, vec3 direction, const float steps) {
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vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 sunVector, vec3 moonVector, out vec2 pid, out vec3 transmittance, const int iSteps, float noise) {
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const int jSteps = 4;
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// clamp(sunVector.y*2.0,0.0,1.0)
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float GroundDarkening = max(exp2(-15 * clamp(-viewVector.y,0.0,1.0)) * 0.7+0.3, clamp(sunVector.y*2.0,0.0,1.0)); // darken the ground in the sky.
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// viewVector.y = viewVector.y - 0.05;
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// float GroundDarkening = max(exp2(-15 * clamp(-viewVector.y,0.0,1.0)) * 0.7+0.3, clamp(sunVector.y*2.0,0.0,1.0)); // darken the ground in the sky.
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float GroundDarkening2 = exp(-100 * pow(max(-viewVector.y*5,0.0),2)); // darken the ground in the sky.
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float GroundDarkening = max(GroundDarkening2 * 0.7+0.3,clamp(sunVector.y*2.0,0.0,1.0));
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// viewVector.y = max(viewVector.y,0.0);
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vec3 viewPos = (sky_planetRadius + eyeAltitude) * upVector;
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vec2 aid = rsi(viewPos, viewVector, sky_atmosphereRadius);
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@ -111,8 +126,8 @@ vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 s
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vec3 position = viewVector * sd.x + viewPos;
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position += increment * (0.34*noise);
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vec2 phaseSun = sky_phase(dot(viewVector, sunVector ), 0.8);
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vec2 phaseMoon = sky_phase(dot(viewVector, moonVector), sky_mieg);
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vec2 phaseSun = sky_phase(dot(viewVector, sunVector), 0.8);
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vec2 phaseMoon = sky_phase(dot(viewVector, moonVector), 0.8);
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vec3 scatteringSun = vec3(0.0);
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vec3 scatteringMoon = vec3(0.0);
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@ -123,8 +138,9 @@ vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 s
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float high_sun = clamp(pow(sunVector.y+0.6,5),0.0,1.0) * 3.0; // make sunrise less blue, and allow sunset to be bluer
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float low_sun = clamp(((1.0-abs(sunVector.y))*3.) - high_sun,1.0,2.0) ;
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for (int i = 0; i < iSteps; ++i, position += increment) {
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vec3 density = sky_density(length(position));
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vec3 density = sky_density(length(position));
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if (density.y > 1e35) break;
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vec3 stepAirmass = density * stepSize ;
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vec3 stepOpticalDepth = sky_coefficientsAttenuation * stepAirmass ;
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@ -133,8 +149,9 @@ vec3 calculateAtmosphere(vec3 background, vec3 viewVector, vec3 upVector, vec3 s
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vec3 stepTransmittedFraction = clamp01((stepTransmittance - 1.0) / -stepOpticalDepth) ;
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vec3 stepScatteringVisible = transmittance * stepTransmittedFraction * GroundDarkening ;
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scatteringSun += sky_coefficientsScattering * (stepAirmass.xy * phaseSun ) * stepScatteringVisible * sky_transmittance(position, sunVector*0.5+0.1, jSteps) ;
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scatteringMoon += sky_coefficientsScattering * (stepAirmass.xy * phaseMoon) * stepScatteringVisible * sky_transmittance(position, moonVector, jSteps);
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scatteringSun += sky_coefficientsScattering * (stepAirmass.xy * phaseSun) * stepScatteringVisible * sky_transmittance(position, sunVector*0.5+0.1, jSteps) * GroundDarkening2;
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scatteringMoon += sky_coefficientsScattering * (stepAirmass.xy * phaseMoon) * stepScatteringVisible * sky_transmittance(position, moonVector, jSteps) * GroundDarkening2;
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// Nice way to fake multiple scattering.
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scatteringAmbient += sky_coefficientsScattering * stepAirmass.xy * stepScatteringVisible * low_sun;
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