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)

This commit is contained in:
Xonk
2025-01-28 23:19:33 -05:00
parent 6c41c008c0
commit a58cdfb9e9
24 changed files with 298 additions and 949 deletions

View File

@ -186,6 +186,7 @@ float getCloudScattering(
}else{
shadowRayPosition = rayPosition + sunVector * (1.0 + i + dither)*20.0;
}
// float fadeddensity = density * pow(clamp((shadowRayPosition.y - minHeight)/(max(maxHeight-minHeight,1.0)*0.25),0.0,1.0),2.0);
shadow += getCloudShape(LayerIndex, LOD, shadowRayPosition, minHeight, maxHeight) * density;
@ -394,10 +395,10 @@ vec4 GetVolumetricClouds(
vec4 NormPlayerPos = normalize(gbufferModelViewInverse * vec4(viewPos, 1.0) + vec4(gbufferModelViewInverse[3].xyz,0.0));
vec3 signedSunVec = sunVector;
vec3 unignedSunVec = sunVector * (float(sunElevation > 1e-5)*2.0-1.0);
vec3 unignedSunVec = sunVector;// * (float(sunElevation > 1e-5)*2.0-1.0);
float SdotV = dot(unignedSunVec, NormPlayerPos.xyz);
NormPlayerPos.y += 0.025*heightRelativeToClouds;
// NormPlayerPos.y += 0.025*heightRelativeToClouds;
int maxSamples = 15;
int minSamples = 10;