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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
improve TAA very slightly. fix underwater fog sunlight not going away in caves. tweak sky SSS. add noise to POM layers
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@ -742,7 +742,7 @@ vec3 SubsurfaceScattering_sky(vec3 albedo, float Scattering, float Density){
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float scatterDepth = 1.0 - pow(Scattering, 0.5 + Density * 2.5);
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// PBR at its finest :clueless:
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vec3 absorbColor = exp(max(luma(albedo) - albedo*vec3(1.0,1.1,1.2), 0.0) * -(15.0 - 10.0*scatterDepth) * sss_absorbance_multiplier);
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vec3 absorbColor = exp(max(luma(albedo) - albedo*vec3(1.0,1.1,1.2), 0.0) * -(15.0 - 10.0*scatterDepth) * sss_absorbance_multiplier * 0.01);
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vec3 scatter = scatterDepth * absorbColor * pow(Density, LabSSS_Curve);
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@ -1283,7 +1283,6 @@ void main() {
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#ifdef OVERWORLD_SHADER
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Direct_lighting = max(DirectLightColor * NdotL * Shadows, DirectLightColor * Direct_SSS);
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// Direct_lighting = DirectLightColor * Direct_SSS;
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#endif
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gl_FragData[0].rgb = (Indirect_lighting + Direct_lighting) * albedo;
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@ -1343,6 +1342,8 @@ void main() {
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// if(swappedDepth >= 1.0) gl_FragData[0].rgb = vec3(0.1);
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// gl_FragData[0].rgb = vec3(1) * ld(texture2D(depthtex1, texcoord).r);
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// if(texcoord.x > 0.5 )gl_FragData[0].rgb = vec3(1) * ld(texture2D(depthtex0, texcoord).r);
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/* DRAWBUFFERS:3 */
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}
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