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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
remake and improve underwater lighting. add new method for indirect SSS. improve nametag rendering. fix translucent rendering on DH LODs. begin work on WIP cloud raymarcher
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@ -347,9 +347,9 @@ SHADER_VERSION_LABEL <empty> \
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######## MISC SETTINGS
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screen.Misc_Settings = [EXPERIMENTAL_STUFF] DEBUG_VIEW [the_end_orb] display_LUT WhiteWorld SSS_view ambientLight_only LIGHTNING_FLASH DISABLE_ENCHANT_GLINT DISABLE_VANILLA_EMISSIVES PARTICLE_RENDERING_FIX TRANSLUCENT_ENTITIES LIGHTING_EFFECTS_BLUR_FILTER [selection_box_outline]
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screen.Misc_Settings = [EXPERIMENTAL_STUFF] DEBUG_VIEW [the_end_orb] display_LUT WhiteWorld SSS_view ambientLight_only LIGHTNING_FLASH DISABLE_ENCHANT_GLINT DISABLE_VANILLA_EMISSIVES PARTICLE_RENDERING_FIX TRANSLUCENT_ENTITIES LIGHTING_EFFECTS_BLUR_FILTER [selection_box_outline] DIMENSION_FALLBACK_SHADER
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screen.EXPERIMENTAL_STUFF = CLOUDS_INTERSECT_TERRAIN BLOOMY_PARTICLES ORIGINAL_CHOCAPIC_SKY BIOME_TINT_WATER HYPER_DETAILED_WAVES OLD_BLOOM PLANET_GROUND_BRIGHTNESS LIT_PARTICLE_BRIGHTNESS WATER_CAUSTICS_BRIGHTNESS OLD_CAVE_DETECTION FORCE_TRANSLUCENT_GLASS LARGE_WAVE_DISPLACEMENT
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screen.EXPERIMENTAL_STUFF = CLOUDS_INTERSECT_TERRAIN BLOOMY_PARTICLES ORIGINAL_CHOCAPIC_SKY BIOME_TINT_WATER HYPER_DETAILED_WAVES OLD_BLOOM PLANET_GROUND_BRIGHTNESS LIT_PARTICLE_BRIGHTNESS WATER_CAUSTICS_BRIGHTNESS OLD_CAVE_DETECTION FORCE_TRANSLUCENT_GLASS LARGE_WAVE_DISPLACEMENT OLD_INDIRECT_SSS
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screen.the_end_orb.columns = 1
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screen.the_end_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B
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@ -513,7 +513,16 @@ uniform.bool.worldTimeChangeCheck = abs(smooth(sunAngle, 1.0, 1.0) - sunAngle)
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#endif
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uniform.float.wetnessAmount = smooth(if(rainStrength>0.01, 3.0, 0.0), 100.0, 100.0)
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uniform.float.wetnessAmount = smooth(if(rainStrength > 0.01, 3.0, 0.0), 100.0, 100.0)
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# the idea is to record the altitude at which you entered a body of water.
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# using the smooth() function to interpolate to the newest value of eyeAltitude over time, i can make it take a very long time to interpolate. essentially freezing/unfreezing the value in place at any time i need to.
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# force water surface level to a fixed height if you entered the water from an area in low light levels (caves). if youre above the hardcoded y level, allow it use the current height
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variable.float.waterEnteredLowLight = if(eyeBrightness.y < 0.004, max(eyeAltitude - 0.1, SEA_LEVEL), eyeAltitude - 0.1)
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variable.float.freezeTranstion = if(isEyeInWater == 1, 100000000000000.0, 0.0)
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uniform.float.waterEnteredAltitude = smooth(eyeAltitude, freezeTranstion, freezeTranstion)
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# photon stuff
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uniform.vec2.view_res = vec2(viewWidth, viewHeight)
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@ -524,7 +533,7 @@ texture.composite.colortex6 = texture/blueNoise.png
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variable.float.texelSizeX = 1.0/viewWidth
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variable.float.texelSizeY = 1.0/viewHeight
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uniform.vec2.texelSize = vec2(texelSizeX,texelSizeY)
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uniform.vec2.texelSize = vec2(texelSizeX,texelSizeY)
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#if defined RESPONSIVE_TAA
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uniform.int.framemod8 = frameCounter%4
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