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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
ADD Colored shadows
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@ -308,7 +308,7 @@ void ApplySSRT(
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// rgb = torch color * lightmap. a = sky lightmap.
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vec4 Lighting = RT_AmbientLight(torchcolor, lightmaps);
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skylightcolor = skylightcolor * Lighting.a;
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skylightcolor = skylightcolor * ambient_brightness * Lighting.a;
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for (int i = 0; i < nrays; i++){
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int seed = (frameCounter%40000)*nrays+i;
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@ -147,7 +147,7 @@ vec4 GetVolumetricFog(
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skyLightPhased = max(skyLightPhased + skyLightPhased*(normalize(wpos).y*0.9+0.1),0.0);
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LightSourcePhased *= mie;
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float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0);
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float lightleakfix = 1; //clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0);
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#ifdef RAYMARCH_CLOUDS_WITH_FOG
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vec3 SkyLightColor = AmbientColor;
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@ -194,13 +194,24 @@ vec4 GetVolumetricFog(
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#endif
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vec3 pos = vec3(progress.xy*distortFactor, progress.z);
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float sh = 1.0;
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vec3 sh = vec3(1.0);
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if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
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pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
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sh = shadow2D(shadow, pos).x;
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#ifdef TRANSLUCENT_COLORED_SHADOWS
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sh = vec3(shadow2D(shadowtex0, pos).x);
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if(shadow2D(shadowtex1, pos).x > pos.z && sh.x < 1.0){
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vec4 translucentShadow = texture2D(shadowcolor0, pos.xy);
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if(translucentShadow.a < 0.9) sh = normalize(translucentShadow.rgb+0.0001);
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}
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#else
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sh = vec3(shadow2D(shadow, pos).x);
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#endif
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}
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float sh2 = sh;
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// float sh2 = sh;
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#ifdef VL_CLOUDS_SHADOWS
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// if(clamp(progressW.y - CloudLayer1_height,0.0,1.0) < 1.0 && clamp(progressW.y-50,0.0,1.0) > 0.0)
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@ -131,7 +131,6 @@ const float entityShadowDistanceMul = 1.0; // [0.05 0.10 1.50 0.20 0.25 0.30 0.3
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#define RENDER_ENTITY_SHADOWS
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#define SCREENSPACE_CONTACT_SHADOWS
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#define Variable_Penumbra_Shadows
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#define VPS_Search_Samples 4 // [4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32]
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#define Min_Shadow_Filter_Radius 5.0 // [0.0 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 28.0 29.0 30.0 31.0 32.0 33.0 34.0 35.0 36.0 37.0 38.0 39.0 40.0 41.0 42.0 43.0 44.0 45.0 46.0 47.0 48.0 49.0 50.0 51.0 52.0 53.0 54.0 55.0 56.0 57.0 58.0 59.0 60.0 61.0 62.0 63.0 64.0 65.0 66.0 67.0 68.0 69.0 70.0 71.0 72.0 73.0 74.0 75.0 76.0 77.0 78.0 79.0 80.0 81.0 82.0 83.0 84.0 85.0 86.0 87.0 88.0 89.0 90.0 91.0 92.0 93.0 94.0 95.0 96.0 97.0 98.0 99.0 100.0 101.0 102.0 103.0 104.0 105.0 106.0 107.0 108.0 109.0 110.0 111.0 112.0 113.0 114.0 115.0 116.0 117.0 118.0 119.0 ]
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@ -143,10 +142,11 @@ const float entityShadowDistanceMul = 1.0; // [0.05 0.10 1.50 0.20 0.25 0.30 0.3
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#define SHADOW_DISABLE_ALPHA_MIPMAPS
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#define Stochastic_Transparent_Shadows
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//#define SHADOW_FRUSTRUM_CULLING
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#define TRANSLUCENT_COLORED_SHADOWS
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#ifdef TRANSLUCENT_COLORED_SHADOWS
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#define Glass_Tint
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#undef Stochastic_Transparent_Shadows
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#endif
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//////////////////////////////////////
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// ----- FOG RELATED SETTINGS ----- //
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@ -610,7 +610,8 @@ const vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631)
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// ----- MISC SETTINGS ----- //
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///////////////////////////////
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// #define Glass_Tint // multiply the background through glass by the color of the glass for a strong tint.
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// #define ambientLight_only // THIS IS A DEBUG VIEW. turn the sunlight off. DOES NOT increase performance, the shadows are still working in the background
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// #define WhiteWorld // THIS IS A DEBUG VIEW. uses to see AO easier. used to see fake GI better (green light)
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// #define Compositing_Sky // make the sky some color to make compositing a sky in some photoediting software easier.
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