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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-20 07:57:55 +08:00
LIGHTNIGN, FLASHES TOO.. max cloudy fog height,
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@ -737,6 +737,7 @@ vec3 Moon(vec3 PlayerPos, vec3 WorldSunVec, vec3 Color, inout vec3 occludeStars)
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#include "lib/PhotonGTAO.glsl"
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -818,7 +819,9 @@ void main() {
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bool translucent = abs(dataUnpacked1.w-0.5) <0.01; // Strong translucency
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bool lightningBolt = abs(dataUnpacked1.w-0.5) <0.01;
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bool translucent2 = abs(dataUnpacked1.w-0.6) <0.01; // Weak translucency
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bool translucent3 = abs(dataUnpacked1.w-0.55) <0.01; // all blocks
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bool translucent4 = abs(dataUnpacked1.w-0.65) <0.01; // Weak translucency
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@ -995,6 +998,7 @@ void main() {
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Indirect_lighting = DoAmbientLighting(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), newLightmap.xy, skylight);
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#endif
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vec3 AO = vec3(1.0);
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vec3 debug = vec3(0.0);
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@ -1121,6 +1125,8 @@ void main() {
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//combine all light sources
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vec3 FINAL_COLOR = Indirect_lighting + Direct_lighting;
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#ifdef Variable_Penumbra_Shadows
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FINAL_COLOR += SSS*DirectLightColor * lightleakfix;
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#endif
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@ -1136,6 +1142,8 @@ void main() {
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LabEmission(FINAL_COLOR, albedo, SpecularTex.a);
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// #endif
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if(lightningBolt) FINAL_COLOR.rgb += vec3(0.5,0.8,1.0) * 255.0;
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gl_FragData[0].rgb = FINAL_COLOR;
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}
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@ -1161,7 +1169,6 @@ void main() {
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// gl_FragData[0].rgb *= GetCloudSkyOcclusion(p3 + cameraPosition);
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// if (abs(filtered.b-0.1) < 0.0004 ) gl_FragData[0].rgb = vec3(0,1,0);
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/* DRAWBUFFERS:3 */
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}
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@ -118,9 +118,11 @@ float waterCaustics(vec3 wPos, vec3 lightSource) { // water waves
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return caustic / weightSum;
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}
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vec3 normVec (vec3 vec){
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return vec*inversesqrt(dot(vec,vec));
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}
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// vec3 normVec (vec3 vec){
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// return vec*inversesqrt(dot(vec,vec));
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// }
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#include "lib/volumetricFog.glsl"
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void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estEyeDepth, float estSunDepth, float rayLength, float dither, vec3 waterCoefs, vec3 scatterCoef, vec3 ambient, vec3 lightSource, float VdotL){
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int spCount = 8;
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@ -195,7 +197,6 @@ void waterVolumetrics(inout vec3 inColor, vec3 rayStart, vec3 rayEnd, float estE
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inColor += vL;
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}
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#include "lib/volumetricFog.glsl"
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -272,7 +272,7 @@ void main() {
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if (isEyeInWater == 1){
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float fogfade = clamp( exp(length(p3) / -10) ,0.0,1.0);
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color.rgb = color.rgb * fogfade ;
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vl.a *= fogfade*0.7+0.3 ;
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vl.a *= fogfade ;
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}
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color *= vl.a;
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@ -3,6 +3,7 @@
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#include "lib/settings.glsl"
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//Prepares sky textures (2 * 256 * 256), computes light values and custom lightmaps
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#define ReflectedFog
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flat varying vec3 ambientUp;
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flat varying vec3 ambientLeft;
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@ -102,6 +103,7 @@ vec3 toScreenSpace(vec3 p) {
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vec4 fragposition = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
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return fragposition.xyz / fragposition.w;
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}
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const vec2[8] offsets = vec2[8](vec2(1./8.,-3./8.),
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vec2(-1.,3.)/8.,
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vec2(5.0,1.)/8.,
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@ -146,33 +148,35 @@ if (gl_FragCoord.x < 17. && gl_FragCoord.y > 19. && gl_FragCoord.y < 19.+17. ){
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//Save light values
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if (gl_FragCoord.x < 1. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(ambientUp * blackbody(ambient_temp),1.0);
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gl_FragData[0] = vec4(ambientUp * blackbody(ambient_temp) ,1.0);
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if (gl_FragCoord.x > 1. && gl_FragCoord.x < 2. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(ambientUp,1.0);
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gl_FragData[0] = vec4(ambientUp ,1.0);
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if (gl_FragCoord.x > 2. && gl_FragCoord.x < 3. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(ambientLeft,1.0);
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gl_FragData[0] = vec4(ambientLeft ,1.0);
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if (gl_FragCoord.x > 3. && gl_FragCoord.x < 4. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(ambientRight,1.0);
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gl_FragData[0] = vec4(ambientRight ,1.0);
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if (gl_FragCoord.x > 4. && gl_FragCoord.x < 5. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(ambientB,1.0);
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gl_FragData[0] = vec4(ambientB ,1.0);
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if (gl_FragCoord.x > 5. && gl_FragCoord.x < 6. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(ambientF,1.0);
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gl_FragData[0] = vec4(ambientF ,1.0);
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if (gl_FragCoord.x > 6. && gl_FragCoord.x < 7. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(lightSourceColor,1.0);
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if (gl_FragCoord.x > 7. && gl_FragCoord.x < 8. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(avgAmbient,1.0);
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gl_FragData[0] = vec4(avgAmbient ,1.0);
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if (gl_FragCoord.x > 8. && gl_FragCoord.x < 9. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(sunColor,1.0);
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if (gl_FragCoord.x > 9. && gl_FragCoord.x < 10. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(moonColor,1.0);
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if (gl_FragCoord.x > 11. && gl_FragCoord.x < 12. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(avgSky,1.0);
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gl_FragData[0] = vec4(avgSky ,1.0);
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if (gl_FragCoord.x > 12. && gl_FragCoord.x < 13. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(sunColorCloud,1.0);
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if (gl_FragCoord.x > 13. && gl_FragCoord.x < 14. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
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gl_FragData[0] = vec4(moonColorCloud,1.0);
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//Sky gradient (no clouds)
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const float pi = 3.141592653589793238462643383279502884197169;
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if (gl_FragCoord.x > 18. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257){
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vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.,1.))/256.+tempOffsets/256.,0.0,1.0);
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vec3 viewVector = cartToSphere(p);
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@ -200,11 +204,12 @@ if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+
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vec3 viewVector = cartToSphere(p);
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vec3 WsunVec = mat3(gbufferModelViewInverse)*sunVec;
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vec3 skytex = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy)-ivec2(257,0),0).rgb/150.;
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vec3 skytex = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy)-ivec2(257,0),0).rgb/150. ;
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if(viewVector.y < -0.025) skytex = skytex * clamp( exp(viewVector.y) - 1.0,0.25,1.0) ;
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vec4 clouds = renderClouds(mat3(gbufferModelView)*viewVector*1024.,vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), sunColorCloud, moonColor, ambientUp*5.0);
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skytex = skytex*clouds.a + clouds.rgb/5.0;
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// skytex = skytex*clouds.a + clouds.rgb/5.0;
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vec4 VL_Fog = getVolumetricRays(mat3(gbufferModelView)*viewVector*1024., fract(frameCounter/1.6180339887), ambientUp);
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skytex = skytex*VL_Fog.a + VL_Fog.rgb*20;
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@ -542,6 +542,8 @@ void main() {
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#ifdef WORLD
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vec4 Albedo = texture2D(texture, lmtexcoord.xy, bias) * color;
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if(LIGHTNING > 0) Albedo = vec4(1);
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#ifdef AEROCHROME_MODE
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vec3 aerochrome_color = mix(vec3(1.0, 0.0, 0.0), vec3(0.715, 0.303, 0.631), AEROCHROME_PINKNESS);
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float gray = dot(Albedo.rgb, vec3(0.2, 01.0, 0.07));
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@ -599,7 +601,7 @@ void main() {
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////////////////////////////////
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// vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*lmtexcoord.zw/30.0) + lmtexcoord.zw), 0.0, 1.0);
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vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*vec2(torchlightmap,lmtexcoord.w)/ (30.0 * (1+ (1-RENDER_SCALE.x))) ) + vec2(torchlightmap,lmtexcoord.w)), 0.0, 1.0);
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vec4 data1 = clamp( encode(viewToWorld(normal), (blueNoise()*vec2(torchlightmap,lmtexcoord.w) / (30.0 * (1+ (1-RENDER_SCALE.x))) ) + vec2(torchlightmap,lmtexcoord.w)), 0.0, 1.0);
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gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
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@ -45,15 +45,15 @@ float pi2wt = PI48*frameTimeCounter;
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attribute vec4 mc_Entity;
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uniform int blockEntityId;
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uniform int entityId;
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flat varying float blockID;
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uniform int heldItemId;
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uniform int heldItemId2;
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flat varying float HELD_ITEM_BRIGHTNESS;
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flat varying float blockID;
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flat varying int LIGHTNING;
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flat varying float SSSAMOUNT;
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flat varying float EMISSIVE;
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flat varying int NameTags;
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@ -199,8 +199,6 @@ void main() {
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#ifdef MC_NORMAL_MAP
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tangent = vec4(normalize(gl_NormalMatrix *at_tangent.rgb),at_tangent.w);
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#endif
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@ -235,7 +233,7 @@ PHYSICSMOD_SNOW = 0;
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/////// ----- EMISSIVE STUFF ----- ///////
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EMISSIVE = 0.0;
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LIGHTNING = 0;
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// if(NameTags > 0) EMISSIVE = 0.9;
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// normal block lightsources
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@ -243,7 +241,12 @@ PHYSICSMOD_SNOW = 0;
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// special cases light lightning and beacon beams...
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#ifdef ENTITIES
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if(entityId == 12345) EMISSIVE = 0.9;
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if(entityId == 12345){
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LIGHTNING = 1;
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normalMat.a = 0.5;
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}
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#endif
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/////// ----- SSS STUFF ----- ///////
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@ -22,6 +22,10 @@ vec3 DoAmbientLighting (vec3 SkyColor, vec3 TorchColor, vec2 Lightmap, float sky
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// vec3 SkyLight = max(SkyColor * min(pow(Lightmap.y,3.0),1.0), vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01)) ;
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SkyColor = (SkyColor * 2.0 * ambient_brightness) * 8./150./3.;
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SkyColor += vec3(0.5,0.8,1.0) * 50.0 * skyLightDir * lightningFlash ;
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// SkyColor += vec3(0.7,0.9,1.0) * skyLightDir * lightningFlash;
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float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
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vec3 SkyLight = max(SkyColor * skyLM, vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01));
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@ -200,6 +200,8 @@ float PhaseHG(float cosTheta, float g) {
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return Inv4Pi * (1 - g * g) / (denom * sqrt(denom));
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}
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uniform float lightningFlash;
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vec4 renderClouds(
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vec3 FragPosition,
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vec2 Dither,
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@ -264,6 +266,8 @@ vec4 renderClouds(
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float timing = 1.0 - clamp(pow(abs(dV_Sun.y)/150.0,2.0),0.0,1.0);
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vec3 lightningColor = vec3(0.5,0.8,1.0) * 1000.0 * lightningFlash;
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#ifdef Cumulus
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for(int i=0;i<maxIT_clouds;i++) {
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distancething *= 2;
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@ -302,6 +306,7 @@ vec4 renderClouds(
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float ambientlightshadow = 1.0 - clamp(exp((progress_view.y - (MaxCumulusHeight - 50)) / 100.0),0.0,1.0) ;
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vec3 S = Cloud_lighting(muE, cumulus*Cumulus_density, Sunlight, MoonLight, SkyColor, sunContribution, sunContributionMulti, moonContribution, ambientlightshadow, 0, progress_view, timing);
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S += lightningColor * exp((1.0-cumulus) * -10) * ambientlightshadow;
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vec3 Sint = (S - S * exp(-mult*muE)) / muE;
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color += max(muE*Sint*total_extinction,0.0);
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@ -1,3 +1,9 @@
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vec3 normVec (vec3 vec){
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return vec*inversesqrt(dot(vec,vec));
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}
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float phaseRayleigh(float cosTheta) {
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const vec2 mul_add = vec2(0.1, 0.28) /acos(-1.0);
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return cosTheta * mul_add.x + mul_add.y; // optimized version from [Elek09], divided by 4 pi for energy conservation
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@ -30,7 +36,8 @@ float cloudVol(in vec3 pos){
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// float CloudyFog = max( (fog_shape*2.0 - fog_eroded*0.5) - 1.2, max(fog_shape-0.8,0.0)) * mult;
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float CloudyFog = max((fog_shape*1.2 - fog_eroded*0.2) - 0.75,0.0) ;
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float heightlimit = exp2( -max((pos.y - SEA_LEVEL) / 25.,0.0));
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float CloudyFog = max((fog_shape*1.2 - fog_eroded*0.2) - 0.75,0.0) * heightlimit ;
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float UniformFog = exp2( -max((pos.y - SEA_LEVEL) / 25.,0.0));
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@ -77,9 +84,20 @@ vec4 getVolumetricRays(
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float mie = phaseg(SdotV,0.7)*5.0 + 1.0;
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float rayL = phaseRayleigh(SdotV);
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// Makes fog more white idk how to simulate it correctly
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vec3 sunColor = lightCol.rgb / 80.0;
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vec3 skyCol0 = AmbientColor / 150. * 5.; // * max(abs(WsunVec.y)/150.0,0.);
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vec3 skyCol0 = AmbientColor / 150. * 5. ; // * max(abs(WsunVec.y)/150.0,0.);
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vec3 lightningColor = vec3(0.5,0.8,1.0) * 25.0 * lightningFlash;
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#ifdef ReflectedFog
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lightningColor *= 0.01;
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#endif
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vec3 np3 = normVec(wpos);
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float ambfogfade = clamp(exp(np3.y*1.5 - 1.5),0.0,1.0) * 2 ;
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skyCol0 += lightningColor * ambfogfade;
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#ifdef Biome_specific_environment
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// recolor change sun and sky color to some color, but make sure luminance is preserved.
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@ -149,7 +167,6 @@ vec4 getVolumetricRays(
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}
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/// really dumb lmao
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vec4 InsideACloudFog(
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vec3 fragpos,
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@ -200,9 +217,19 @@ vec4 InsideACloudFog(
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if(dV_Sun.y/shadowStep < -0.1) dV_Sun = -dV_Sun;
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vec3 Fog_SkyCol = SkyColor;
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vec3 Fog_SunCol = SunColor;
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vec3 lightningColor = vec3(0.5,0.8,1.0) * 255.0 * lightningFlash;
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#ifdef ReflectedFog
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lightningColor *= 0.01;
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#endif
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vec3 np3 = normVec(wpos);
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float ambfogfade = clamp(exp(np3.y*1.5 - 1.5),0.0,1.0) * 2 ;
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Fog_SkyCol += (lightningColor/10) * ambfogfade;
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@ -322,6 +349,8 @@ vec4 InsideACloudFog(
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float ambientlightshadow = 1.0 - clamp(exp((progress_view.y - (MaxCumulusHeight - 50)) / 100.0),0.0,1.0) ;
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vec3 S = Cloud_lighting(muE, cumulus*Cumulus_density, Sunlight, MoonLight, SkyColor, sunContribution, sunContributionMulti, moonContribution, ambientlightshadow, 0, progress_view, timing);
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S += lightningColor * exp((1.0-cumulus) * -5) * ambientlightshadow;
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vec3 Sint = (S - S * exp(-mult*muE)) / muE;
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color += max(muE*Sint*total_extinction,0.0);
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total_extinction *= max(exp(-mult*muE),0.0);
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@ -57,7 +57,7 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
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screen.Direct_Light = [Shadows] [Subsurface_Scattering] [Sun_and_Moon_Colors] sunPathRotation sun_illuminance moon_illuminance
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screen.Shadows.columns=1
|
||||
screen.Shadows = SCREENSPACE_CONTACT_SHADOWS Stochastic_Transparent_Shadows SHADOW_FRUSTRUM_CULLING CAVE_LIGHT_LEAK_FIX <skip> [Filtering] shadowMapResolution shadowDistance shadowDistanceRenderMul
|
||||
screen.Shadows = SCREENSPACE_CONTACT_SHADOWS Stochastic_Transparent_Shadows SHADOW_FRUSTRUM_CULLING CAVE_LIGHT_LEAK_FIX <empty> [Filtering] shadowMapResolution shadowDistance shadowDistanceRenderMul
|
||||
|
||||
screen.Subsurface_Scattering.columns=1
|
||||
screen.Subsurface_Scattering = Variable_Penumbra_Shadows Ambient_SSS <empty> SSS_TYPE LabSSS_Curve <empty> mob_SSS misc_block_SSS ambientsss_brightness
|
||||
@ -67,13 +67,13 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
|
||||
|
||||
### AMBIENT LIGHT
|
||||
screen.Ambient_light.columns=1
|
||||
screen.Ambient_light = [Torch_Colors] [Ambient_Colors] <skip> Ambient_SSS indirect_effect AO_Strength GI_Strength ambientOcclusionLevel HQ_SSGI ambientsss_brightness Hand_Held_lights
|
||||
screen.Ambient_light = [Torch_Colors] [Ambient_Colors] MIN_LIGHT_AMOUNT indirect_effect <empty> <empty> AO_Strength GI_Strength Ambient_SSS ambientOcclusionLevel HQ_SSGI ambientsss_brightness Hand_Held_lights
|
||||
|
||||
screen.Torch_Colors.columns=1
|
||||
screen.Torch_Colors = TORCH_AMOUNT Emissive_Brightness Emissive_Curve <skip> TORCH_R TORCH_G TORCH_B
|
||||
screen.Torch_Colors = TORCH_AMOUNT Emissive_Brightness Emissive_Curve <empty> TORCH_R TORCH_G TORCH_B
|
||||
|
||||
screen.Ambient_Colors.columns=1
|
||||
screen.Ambient_Colors = ambient_brightness MIN_LIGHT_AMOUNT ambient_colortype ambient_temp <skip> AmbientLight_R AmbientLight_G AmbientLight_B
|
||||
screen.Ambient_Colors = ambient_brightness MIN_LIGHT_AMOUNT ambient_colortype ambient_temp <empty> AmbientLight_R AmbientLight_G AmbientLight_B
|
||||
|
||||
|
||||
|
||||
@ -103,19 +103,19 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
|
||||
|
||||
## SEASONS
|
||||
screen.Seasons.columns=1
|
||||
screen.Seasons = Seasons Season_Length Snowy_Winter <skip> [Summer_colors] [Fall_colors] [Winter_colors] [Spring_colors]
|
||||
screen.Seasons = Seasons Season_Length Snowy_Winter <empty> [Summer_colors] [Fall_colors] [Winter_colors] [Spring_colors]
|
||||
|
||||
screen.Summer_colors.columns=1
|
||||
screen.Summer_colors = Summer_R Summer_G Summer_B <skip> Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B
|
||||
screen.Summer_colors = Summer_R Summer_G Summer_B <empty> Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B
|
||||
|
||||
screen.Fall_colors.columns=1
|
||||
screen.Fall_colors = Fall_R Fall_G Fall_B <skip> Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B
|
||||
screen.Fall_colors = Fall_R Fall_G Fall_B <empty> Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B
|
||||
|
||||
screen.Winter_colors.columns=1
|
||||
screen.Winter_colors = Winter_R Winter_G Winter_B <skip> Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B
|
||||
screen.Winter_colors = Winter_R Winter_G Winter_B <empty> Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B
|
||||
|
||||
screen.Spring_colors.columns=1
|
||||
screen.Spring_colors = Spring_R Spring_G Spring_B <skip> Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B
|
||||
screen.Spring_colors = Spring_R Spring_G Spring_B <empty> Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B
|
||||
|
||||
|
||||
######## ATMOSPHERICS
|
||||
@ -139,7 +139,7 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
|
||||
screen.Fog = VL_RENDER_RESOLUTION VL_SAMPLES BLOOMY_FOG Haze_amount RainFog_amount [TOD_fog] [Biome_Fog] [Cave_Fog] BorderFog Cloud_Fog
|
||||
|
||||
screen.TOD_fog.columns=2
|
||||
screen.TOD_fog = TOD_Fog_mult <skip> Morning_Uniform_Fog Morning_Cloudy_Fog Noon_Uniform_Fog Noon_Cloudy_Fog Evening_Uniform_Fog Evening_Cloudy_Fog Night_Uniform_Fog Night_Cloudy_Fog
|
||||
screen.TOD_fog = TOD_Fog_mult <empty> Morning_Uniform_Fog Morning_Cloudy_Fog Noon_Uniform_Fog Noon_Cloudy_Fog Evening_Uniform_Fog Evening_Cloudy_Fog Night_Uniform_Fog Night_Cloudy_Fog
|
||||
|
||||
screen.Cave_Fog.columns=1
|
||||
screen.Cave_Fog = Cave_fog CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B
|
||||
@ -156,10 +156,10 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
|
||||
|
||||
######## POST
|
||||
screen.Post_Processing.columns=1
|
||||
screen.Post_Processing = [TAA_OPTIONS] [Purkinje_effect] [Tonemapping] [Exposure] [DepthOfField] [Editing] <skip> SHARPENING BLOOM_STRENGTH BLOOM_QUALITY
|
||||
screen.Post_Processing = [TAA_OPTIONS] [Purkinje_effect] [Tonemapping] [Exposure] [DepthOfField] [Editing] <empty> SHARPENING BLOOM_STRENGTH BLOOM_QUALITY
|
||||
### TAA
|
||||
screen.TAA_OPTIONS.columns = 1
|
||||
screen.TAA_OPTIONS= SCREENSHOT_MODE SPLIT_RENDER TAA BLEND_FACTOR <skip> TAA_UPSCALING SCALE_FACTOR
|
||||
screen.TAA_OPTIONS= SCREENSHOT_MODE SPLIT_RENDER TAA BLEND_FACTOR <empty> TAA_UPSCALING SCALE_FACTOR
|
||||
### DOF
|
||||
screen.DepthOfField.columns = 1
|
||||
screen.DepthOfField = DOF_QUALITY DOF_ANAMORPHIC_RATIO AUTOFOCUS focal aperture MANUAL_FOCUS DoF_Adaptation_Speed FAR_BLUR_ONLY
|
||||
@ -168,7 +168,7 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
|
||||
screen.Exposure = AUTO_EXPOSURE EXPOSURE_MULTIPLIER Exposure_Speed Manual_exposure_value
|
||||
### TONEMAPS
|
||||
screen.Tonemapping.columns = 1
|
||||
screen.Tonemapping = TONEMAP USE_ACES_COLORSPACE_APPROXIMATION SATURATION CROSSTALK <skip> FinalR FinalG FinalB
|
||||
screen.Tonemapping = TONEMAP USE_ACES_COLORSPACE_APPROXIMATION SATURATION CROSSTALK <empty> FinalR FinalG FinalB
|
||||
### PURKINJE
|
||||
screen.Purkinje_effect.columns = 1
|
||||
screen.Purkinje_effect = Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Purkinje_Multiplier
|
||||
@ -289,7 +289,7 @@ uniform.float.noPuddleAreas = smooth( if(in(biome,5,16,17,18,26, 27, 28, 3, 4, 1
|
||||
|
||||
|
||||
# thank you sixthsurge!
|
||||
# uniform.float.lightningFlash = smooth(if(equals(skyColor.r, skyColor.g, 0.01) && skyColor.r > 0.3, 1.0, 0.0), 0, 0.5)
|
||||
uniform.float.lightningFlash = smooth(if(equals(skyColor.r, skyColor.g, 0.01) && skyColor.r > 0.3, 1.0, 0.0), 0, 1)
|
||||
|
||||
texture.noise=texture/noises.png
|
||||
texture.composite.colortex6=texture/blueNoise.png
|
||||
|
Loading…
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Reference in New Issue
Block a user