better AO strength control

This commit is contained in:
Xonk 2023-07-31 18:26:39 -04:00
parent c13fdfa29d
commit a3090da0d6
2 changed files with 7 additions and 2 deletions

View File

@ -588,7 +588,7 @@ void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, vec2 li
#ifdef SKY_CONTRIBUTION_IN_SSRT
skycontribution = (skyCloudsFromTex(rayDir, colortex4).rgb / 15.0) * skyLM + torchlight;
#else
skycontribution = (skylightcolor * skyLM) * max(rayDir.y,1.0 - AO_Strength) + torchlight;
skycontribution = (skylightcolor * skyLM) * max(rayDir.y * min(AO_Strength,1.0), 0.05) + torchlight;
#endif
if (rayHit.z < 1.){
@ -612,6 +612,11 @@ void ApplySSRT(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, vec2 li
radiance += skycontribution;
}
}
// #ifdef SKY_CONTRIBUTION_IN_SSRT
occlusion *= AO_Strength;
// #endif
lighting = max(radiance - occlusion,0.0)/nrays;
}

View File

@ -90,7 +90,7 @@
#define indirect_effect 1 // [0 1 2 3 4]
#define AO_in_sunlight
#define AO_Strength 0.9 // [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]
#define AO_Strength 1.0 // [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]
// #define SKY_CONTRIBUTION_IN_SSRT