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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
Balance cloud lighting. remake altocumulus shapes. Add daily weather profiles. Add rainy weather. clean vl fog code and fix atmospheric haze contribution to bloomy fog. add motion blur. add new composite pass dedicated to post processing effects (damage effects, motion blur, whatever). fix waving for tall plants. fix broken lighting when HQ ambient light is enabled. improve screenspace SSS on DH chunks. add more DH settings. add "large waves" setting for water. make moonlight slightly darker. improve cave fog. remade cave detection. fix upscaling scaling issues
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@ -57,7 +57,7 @@ void applyGameplayEffects(inout vec3 color, in vec2 texcoord, float noise){
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damageDistortion = mix(damageDistortion, vignette * (0.5 + noise), CriticalDamageTaken) * MOTION_AMOUNT;
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// apply death distortion effect
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distortmask = isDead ? noise*0.7 : damageDistortion;
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distortmask = isDead ? vignette * (0.7 + noise*0.3) : damageDistortion;
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#endif
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//////////////////////// WATER DISTORTION /////////////////////
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#if defined WATER_ON_CAMERA_EFFECT
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@ -81,14 +81,6 @@ void applyGameplayEffects(inout vec3 color, in vec2 texcoord, float noise){
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vec2 zoomUV = 0.5 + (texcoord - 0.5) * (1.0 - distortmask);
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vec3 distortedColor = texture2D(colortex7, zoomUV).rgb;
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#ifdef TONE_CURVE
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distortedColor = toneCurve(distortedColor);
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#endif
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#ifdef COLOR_GRADING_ENABLED
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distortedColor = colorGrading(distortedColor);
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#endif
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applyContrast(distortedColor, CONTRAST);
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#ifdef WATER_ON_CAMERA_EFFECT
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// apply the distorted water color to the scene, but revert back to before when it ends
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if(exitWater > 0.01) color = distortedColor;
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@ -108,11 +100,10 @@ void applyGameplayEffects(inout vec3 color, in vec2 texcoord, float noise){
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#endif
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#ifdef DAMAGE_TAKEN_EFFECT
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color = mix(color, distortedColorLuma, vignette * sqrt(MinorDamageTaken));
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color = mix(color, distortedColorLuma, vignette * sqrt(min(MinorDamageTaken,1.0)));
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color = mix(color, distortedColorLuma, sqrt(CriticalDamageTaken));
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#endif
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if(isDead) color = distortedColorLuma * 0.3;
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if(isDead) color = distortedColorLuma * 0.35;
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#endif
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}
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