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

This commit is contained in:
Xonk
2024-06-10 23:26:19 -04:00
parent 9a66781d0f
commit a7ab9f971f
53 changed files with 1305 additions and 854 deletions

View File

@ -57,7 +57,7 @@ void applyGameplayEffects(inout vec3 color, in vec2 texcoord, float noise){
damageDistortion = mix(damageDistortion, vignette * (0.5 + noise), CriticalDamageTaken) * MOTION_AMOUNT;
// apply death distortion effect
distortmask = isDead ? noise*0.7 : damageDistortion;
distortmask = isDead ? vignette * (0.7 + noise*0.3) : damageDistortion;
#endif
//////////////////////// WATER DISTORTION /////////////////////
#if defined WATER_ON_CAMERA_EFFECT
@ -81,14 +81,6 @@ void applyGameplayEffects(inout vec3 color, in vec2 texcoord, float noise){
vec2 zoomUV = 0.5 + (texcoord - 0.5) * (1.0 - distortmask);
vec3 distortedColor = texture2D(colortex7, zoomUV).rgb;
#ifdef TONE_CURVE
distortedColor = toneCurve(distortedColor);
#endif
#ifdef COLOR_GRADING_ENABLED
distortedColor = colorGrading(distortedColor);
#endif
applyContrast(distortedColor, CONTRAST);
#ifdef WATER_ON_CAMERA_EFFECT
// apply the distorted water color to the scene, but revert back to before when it ends
if(exitWater > 0.01) color = distortedColor;
@ -108,11 +100,10 @@ void applyGameplayEffects(inout vec3 color, in vec2 texcoord, float noise){
#endif
#ifdef DAMAGE_TAKEN_EFFECT
color = mix(color, distortedColorLuma, vignette * sqrt(MinorDamageTaken));
color = mix(color, distortedColorLuma, vignette * sqrt(min(MinorDamageTaken,1.0)));
color = mix(color, distortedColorLuma, sqrt(CriticalDamageTaken));
#endif
if(isDead) color = distortedColorLuma * 0.3;
if(isDead) color = distortedColorLuma * 0.35;
#endif
}