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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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@ -126,6 +126,7 @@
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#define SSS_TYPE 1 // [0 1 2 3]
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#define Ambient_SSS // subsurface scattering from the sky's light. If SSAO is enabled, this costs very little performance.
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#define ambientsss_brightness 1 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
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#define LabSSS_Curve 1.0 // i just really like how it looks at 2.0, so i made it an option. [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
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#define Strong_SSS_strength 45 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2 3 4 5 6 7 8 9 10 15 20 30 35 40 45 50]
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#define Medium_SSS_strength 30 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2 3 4 5 6 7 8 9 10 15 20 30 35 40 45 50]
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@ -202,8 +202,8 @@ void MaterialReflections(
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){
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vec3 Reflections_Final = Output;
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vec3 SkyReflection = Output;
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vec3 SunReflection;
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vec4 Reflections;
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vec3 SunReflection = vec3(0.0);
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vec4 Reflections = vec4(0.0);
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float reflectLength;
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float Outdoors = clamp((lightmap-0.6)*5.0, 0.0,1.0);
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@ -250,7 +250,7 @@ void MaterialReflections(
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//
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if (hasReflections) { // Skip sky reflection and SSR if its just not very visible anyway
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#ifdef Sky_reflection
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SkyReflection = skyCloudsFromTex(L, colortex4).rgb / 150. * 5.;
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SkyReflection = ( skyCloudsFromTex(L, colortex4).rgb / 150. ) * 5.;
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#endif
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#ifdef Screen_Space_Reflections
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@ -345,7 +345,7 @@ vec4 renderClouds(
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float GetCloudShadow(vec3 eyePlayerPos){
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vec3 playerPos = eyePlayerPos + cameraPosition;
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playerPos.y += 0.05;
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float shadow;
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float shadow = 0.0;
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// assume a flat layer of cloud, and stretch the sampled density along the sunvector, starting from some vertical layer in the cloud.
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#ifdef Cumulus
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@ -365,7 +365,7 @@ float GetCloudShadow(vec3 eyePlayerPos){
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}
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float GetCloudShadow_VLFOG(vec3 WorldPos){
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float shadow;
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float shadow = 0.0;
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// assume a flat layer of cloud, and stretch the sampled density along the sunvector, starting from some vertical layer in the cloud.
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#ifdef Cumulus
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@ -391,7 +391,9 @@ float GetAltoOcclusion(vec3 eyePlayerPos){
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vec3 playerPos = eyePlayerPos + cameraPosition;
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playerPos.y += 0.05;
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float shadow;
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float shadow = 0.0;
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vec3 lowShadowStart = playerPos + normalize(vec3(0,1,0)) * max((MaxCumulusHeight - 70) - playerPos.y,0.0) ;
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shadow = GetCumulusDensity(lowShadowStart,0) * cloudDensity;
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