mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-26 18:22:33 +08:00
tweaks to subsurface scattering, improve SSS in the distance. make screenspace shadows have consistent step length across all window resolutions. tweak torch lighting (make it slightly brighter and a warmer color). tweak TAA handling of the hand. tweak specular reflection handling of the hand to be slightly more stable. make the shader use moonPosition instead of inverted sunPosition for moon related code. add support for Caelium moon positions. improve water parallax. remove some unused code improve specular handling of translucent entities with inside faces (slimes). add settings for refraction effects. re-enable block breaking effect and glass tint (it was off accidentally lol)
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@ -69,6 +69,7 @@ float phaseCloudFog(float x, float g){
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uniform ivec2 eyeBrightness;
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vec4 GetVolumetricFog(
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in vec3 viewPosition,
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in vec3 sunVector,
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in vec2 dither,
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in vec3 LightColor,
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in vec3 AmbientColor,
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@ -125,8 +126,7 @@ vec4 GetVolumetricFog(
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// float atmosphereAbsorbance = 1.0;
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vec3 atmosphereAbsorbance = vec3(1.0);
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vec3 WsunVec = mat3(gbufferModelViewInverse) * sunVec;
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float SdotV = dot(sunVec, normalize(viewPosition))*lightCol.a;
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float SdotV = dot(mat3(gbufferModelView) * sunVector, normalize(viewPosition));
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///// ----- fog lighting
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//Mie phase + somewhat simulates multiple scattering (Horizon zero down cloud approx)
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@ -154,23 +154,6 @@ vec4 GetVolumetricFog(
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float inBiome = BiomeVLFogColors(biomeDirect, biomeIndirect);
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#endif
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#ifdef RAYMARCH_CLOUDS_WITH_FOG
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vec3 SkyLightColor = AmbientColor;
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vec3 LightSourceColor = LightColor;
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#ifdef ambientLight_only
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LightSourceColor = vec3(0.0);
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#endif
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vec3 dV_Sun = WsunVec;
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float mieDay = phaseg(SdotV, 0.85) + phaseg(SdotV, 0.75);
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float mieDayMulti = (phaseg(SdotV, 0.35) + phaseg(-SdotV, 0.35) * 0.5);
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vec3 directScattering = LightSourceColor * mieDay * 3.14;
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vec3 directMultiScattering = LightSourceColor * mieDayMulti * 3.14 * 2.0;
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#endif
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#if defined LPV_VL_FOG_ILLUMINATION && defined EXCLUDE_WRITE_TO_LUT
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float TorchBrightness_autoAdjust = mix(1.0, 30.0, clamp(exp(-10.0*exposure),0.0,1.0)) / 5.0;
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#endif
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@ -219,7 +202,7 @@ vec4 GetVolumetricFog(
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#endif
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#ifdef VL_CLOUDS_SHADOWS
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sh *= GetCloudShadow(progressW, WsunVec*lightCol.a);
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sh *= GetCloudShadow(progressW, sunVector);
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#endif
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#ifdef PER_BIOME_ENVIRONMENT
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@ -285,68 +268,6 @@ vec4 GetVolumetricFog(
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#if defined LPV_VL_FOG_ILLUMINATION && defined EXCLUDE_WRITE_TO_LUT
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color += LPV_FOG_ILLUMINATION(progressW-cameraPosition, dd, dL) * totalAbsorbance;
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#endif
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//------------------------------------
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//------ STUPID RENDER CLOUDS AS FOG EFFECT
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//------------------------------------
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#ifdef RAYMARCH_CLOUDS_WITH_FOG
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float otherlayer = max(progressW.y - (CloudLayer0_height+99.5), 0.0) > 0.0 ? 0.0 : 1.0;
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float DUAL_MIN_HEIGHT = otherlayer > 0.0 ? CloudLayer0_height : CloudLayer1_height;
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float DUAL_MAX_HEIGHT = DUAL_MIN_HEIGHT + 100.0;
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float DUAL_DENSITY = otherlayer > 0.0 ? CloudLayer0_density : CloudLayer1_density;
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if(clamp(progressW.y - DUAL_MAX_HEIGHT,0.0,1.0) < 1.0 && clamp(progressW.y - DUAL_MIN_HEIGHT,0.0,1.0) > 0.0){
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#if defined CloudLayer1 && defined CloudLayer0
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float upperLayerOcclusion = otherlayer > 0.0 ? GetCumulusDensity(1, progressW + vec3(0.0,1.0,0.0) * max((LAYER1_minHEIGHT+30) - progressW.y,0.0), 0, LAYER1_minHEIGHT, LAYER1_maxHEIGHT) : 0.0;
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float skylightOcclusion = mix(1.0, (1.0 - LAYER1_DENSITY)*0.8 + 0.2, (1.0 - exp2(-5.0 * (upperLayerOcclusion*upperLayerOcclusion))));
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#else
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float skylightOcclusion = 1.0;
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#endif
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float DUAL_MIN_HEIGHT_2 = otherlayer > 0.0 ? CloudLayer0_height : CloudLayer1_height;
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float DUAL_MAX_HEIGHT_2 = DUAL_MIN_HEIGHT + 100.0;
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float cumulus = GetCumulusDensity(-1, progressW, 1, CloudLayer0_height, CloudLayer1_height);
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float fadedDensity = DUAL_DENSITY * pow(clamp((progressW.y - DUAL_MIN_HEIGHT_2)/25,0.0,1.0),2.0);
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float muE = cumulus*fadedDensity;
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float directLight = 0.0;
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if(muE > 1e-5){
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for (int j=0; j < 3; j++){
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// vec3 shadowSamplePos = progressW + dV_Sun * (0.1 + j * (0.1 + dither.y*0.05));
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vec3 shadowSamplePos = progressW + dV_Sun * (20.0 + j * (20.0 + dither.y*20.0));
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float shadow = GetCumulusDensity(-1, shadowSamplePos, 0, DUAL_MIN_HEIGHT, DUAL_MAX_HEIGHT) * DUAL_DENSITY;
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directLight += shadow;
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}
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/// shadows cast from one layer to another
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/// large cumulus -> small cumulus
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#if defined CloudLayer1 && defined CloudLayer0
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if(otherlayer > 0.0) directLight += LAYER1_DENSITY * 2.0 * GetCumulusDensity(1, progressW + dV_Sun/abs(dV_Sun.y) * max((LAYER1_minHEIGHT+35) - progressW.y,0.0), 0, LAYER1_minHEIGHT, LAYER1_maxHEIGHT);
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#endif
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// altostratus -> cumulus
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#ifdef CloudLayer2
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vec3 HighAlt_shadowPos = progressW + dV_Sun/abs(dV_Sun.y) * max(LAYER2_HEIGHT - progressW.y,0.0);
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float HighAlt_shadow = GetAltostratusDensity(HighAlt_shadowPos) * CloudLayer2_density * (1.0-abs(WsunVec.y));
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directLight += HighAlt_shadow;
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#endif
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float skyScatter = clamp(((DUAL_MAX_HEIGHT - progressW.y) / 100.0),0.0,1.0); // linear gradient from bottom to top of cloud layer
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float distantfade = 1- exp( -10*pow(clamp(1.0 - length(progressW - cameraPosition)/(32*65),0.0,1.0),2));
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vec3 cloudlighting = DoCloudLighting(DUAL_DENSITY * cumulus, SkyLightColor*skylightOcclusion, skyScatter, directLight, directScattering*sh_forClouds, directMultiScattering*sh_forClouds, 1);
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color += max(cloudlighting - cloudlighting*exp(-muE*dd*dL_alternate),0.0) * totalAbsorbance * lightLevelZero;
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totalAbsorbance *= max(exp(-muE*dd*dL_alternate),1.0-lightLevelZero);
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}
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}
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#else
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// if (totalAbsorbance < 1e-5) break;
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#endif
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}
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// sceneColor = finalsceneColor;
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