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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 00:37:35 +08:00
fix issues on AMD, temporary ambient sss brightness slider
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@ -546,7 +546,7 @@ void rtAO(inout vec3 lighting, vec3 normal, vec2 noise, vec3 fragpos, float ligh
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}
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// occlude = mix( occlude,1, inShadow);
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// occlude = occlude*0.5 + 0.5;
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lighting *= 2.5;
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lighting *= 3.0;
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lighting *= mix(occlude/nrays,1.0,0) ;
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}
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@ -644,8 +644,11 @@ vec3 SubsurfaceScattering_sky(vec3 albedo, float Scattering, float Density){
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vec3 absorbed = max(luma(albedo) - albedo,0.0);
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// vec3 scatter = exp(-sqrt(max(Scattering+0.05,0.0) * absorbed * 25)) * exp(Scattering * -5);
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vec3 scatter = exp(-sqrt(Scattering * absorbed * 5)) * pow((-Scattering+1.0)*1.5,2.0);
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vec3 scatter = exp(-sqrt(Scattering * absorbed * 5)) * pow((-Scattering+1.0)*1.25,2.0);
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scatter *= pow(Density,LabSSS_Curve);
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// temporary
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scatter *= ambientsss_brightness;
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return scatter;
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}
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@ -880,10 +883,9 @@ void main() {
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if (abs(filtered.y-0.1) < 0.0004 && !iswater) Shadows = clamp((lightmap.y-0.85)*25,0,1);
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float SHADOWBLOCKERDEPTBH = filtered.y;
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if (abs(filtered.y-0.1) < 0.0004 && !iswater) SHADOWBLOCKERDEPTBH = 1.0-clamp((lightmap.y-0.85)*25,0,1);
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//if (abs(filtered.y-0.1) < 0.0004 && !iswater) SHADOWBLOCKERDEPTBH = 1.0-clamp((lightmap.y-0.85)*25,0,1);
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vec3 SSS = vec3(0.0);
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float SSS_strength;
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if (NdotL > 0.001) {
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