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

This commit is contained in:
Xonk
2025-01-15 23:08:16 -05:00
parent 5d0ff0856f
commit 6c41c008c0
24 changed files with 701 additions and 693 deletions

View File

@ -347,9 +347,9 @@ SHADER_VERSION_LABEL <empty> \
######## MISC SETTINGS
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]
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
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
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
screen.the_end_orb.columns = 1
screen.the_end_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B
@ -513,7 +513,16 @@ uniform.bool.worldTimeChangeCheck = abs(smooth(sunAngle, 1.0, 1.0) - sunAngle)
#endif
uniform.float.wetnessAmount = smooth(if(rainStrength>0.01, 3.0, 0.0), 100.0, 100.0)
uniform.float.wetnessAmount = smooth(if(rainStrength > 0.01, 3.0, 0.0), 100.0, 100.0)
# the idea is to record the altitude at which you entered a body of water.
# 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.
# 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
variable.float.waterEnteredLowLight = if(eyeBrightness.y < 0.004, max(eyeAltitude - 0.1, SEA_LEVEL), eyeAltitude - 0.1)
variable.float.freezeTranstion = if(isEyeInWater == 1, 100000000000000.0, 0.0)
uniform.float.waterEnteredAltitude = smooth(eyeAltitude, freezeTranstion, freezeTranstion)
# photon stuff
uniform.vec2.view_res = vec2(viewWidth, viewHeight)
@ -524,7 +533,7 @@ texture.composite.colortex6 = texture/blueNoise.png
variable.float.texelSizeX = 1.0/viewWidth
variable.float.texelSizeY = 1.0/viewHeight
uniform.vec2.texelSize = vec2(texelSizeX,texelSizeY)
uniform.vec2.texelSize = vec2(texelSizeX,texelSizeY)
#if defined RESPONSIVE_TAA
uniform.int.framemod8 = frameCounter%4