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Cloud fog
cloud fog?
This commit is contained in:
@ -5,10 +5,10 @@
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#ifdef TAA_UPSCALING
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#define RENDER_SCALE_X 0.7 // X axis render resolution multiplier [0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1. ]
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#define RENDER_SCALE_Y 0.7 // Y axis render resolution multiplier [0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1. ]
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#define RENDER_SCALE vec2(RENDER_SCALE_X, RENDER_SCALE_Y)
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#define UPSCALING_SHARPNENING 2.0 - RENDER_SCALE_X - RENDER_SCALE_Y
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#define SCALE_FACTOR 0.75 // render resolution multiplier. below 0.5 not recommended [0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 0.95]
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#define RENDER_SCALE vec2(SCALE_FACTOR, SCALE_FACTOR)
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#define UPSCALING_SHARPNENING 2.0 - SCALE_FACTOR - SCALE_FACTOR
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#else
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#define RENDER_SCALE vec2(1.0, 1.0)
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#define UPSCALING_SHARPNENING 0.0
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@ -112,6 +112,7 @@
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#define CaveFog_amount 1 // [0 1 2 3 4 5 6 7 8 9 10 15 20 25]
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#define Cloud_Fog // render the VL clouds a second time along with VL fog so you can fly through it and stuff. expect a noticeable performance hit.
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// ----- TIME OF DAY FOG ----- //
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#define TOD_Fog_mult 1.0 // [0.0 0.25 0.5 0.75 1.0 2.0 3.0 4.0 5.0 10.0 15.0 20.0 25.0 50.0 75.0 100.0]
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@ -324,7 +325,6 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] THIS WILL BREAK SUBSURF
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#define WeatherDay -1 // [-1 0 1 2 3 4 5 6 7]
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#define cloudCoverage 0.4 // Cloud coverage [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
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#define cloud_LevelOfDetail 1 // Number of fbm noise iterations for on-screen clouds (-1 is no fbm) [-1 0 1 2 3 4 5 6 7 8]
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#define cloud_ShadowLevelOfDetail 0 // Number of fbm noise iterations for the shadowing of on-screen clouds (-1 is no fbm) [-1 0 1 2 3 4 5 6 7 8]
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#define cloud_LevelOfDetailLQ 1 // Number of fbm noise iterations for reflected clouds (-1 is no fbm) [-1 0 1 2 3 4 5 6 7 8]
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@ -212,7 +212,7 @@ void MaterialReflections(
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f0 = f0.y == 0.0 ? vec3(0.02) : f0;
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// f0 = vec3(0.0);
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// f0 = vec3(0.9);
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// roughness = 0.0;
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mat3 basis = CoordBase(normal);
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@ -16,9 +16,11 @@
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uniform float viewHeight;
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uniform float viewWidth;
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uniform sampler2D colortex4;//Skybox
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#define WEATHERCLOUDS
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#include "/lib/climate_settings.glsl"
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float CumulusHeight = Cumulus_height;
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@ -148,7 +150,7 @@ vec3 Cloud_lighting(
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skyLighting += sunContributionMulti * exp(-SunShadowing) * clamp((1.0 - abs(pow(Density*4.0 - 1.1,4.0))) * Coverage,0,1) ;
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#endif
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skyLighting *= exp(SkyShadowing * AmbientShadow * coeeff/(2.0 - time) ) * lesspowder ;
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skyLighting *= exp(SkyShadowing * AmbientShadow * coeeff/2.0 ) * lesspowder ;
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if(cloudType == 1){
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@ -259,7 +261,7 @@ vec4 renderClouds(
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// IntersecTerrain = length(progress_view - cameraPosition) > lViewPosM;
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// if(IntersecTerrain) break;
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float cumulus = GetCumulusDensity(progress_view, cloudLoD);
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float cumulus = GetCumulusDensity(progress_view, 1);
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float alteredDensity = Cumulus_density * clamp(exp( (progress_view.y - (MaxCumulusHeight - 75)) / 9.0 ),0.0,1.0);
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@ -287,7 +289,7 @@ vec4 renderClouds(
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Sunlight += HighAlt_shadow;
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#endif
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float phase = PhaseHG(-SdotV, (1.0-cumulus));
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// float phase = PhaseHG(-SdotV, (1.0-cumulus));
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float ambientlightshadow = 1.0 - clamp(exp((progress_view.y - (MaxCumulusHeight - 50)) / 100.0),0.0,1.0) ;
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@ -369,10 +371,10 @@ float GetCloudShadow_VLFOG(vec3 WorldPos){
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float shadow = 0.0;
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// assume a flat layer of cloud, and stretch the sampled density along the sunvector, starting from some vertical layer in the cloud.
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#ifdef Cumulus
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vec3 lowShadowStart = WorldPos + WsunVec/abs(WsunVec.y) * max((MaxCumulusHeight - 70) - WorldPos.y,0.0) ;
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// #ifdef Cumulus
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vec3 lowShadowStart = WorldPos + WsunVec/abs(WsunVec.y) * max((MaxCumulusHeight - 60) - WorldPos.y,0.0) ;
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shadow += GetCumulusDensity(lowShadowStart,0)*Cumulus_density;
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#endif
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// #endif
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#ifdef Altostratus
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vec3 highShadowStart = WorldPos + WsunVec/abs(WsunVec.y) * max(AltostratusHeight - WorldPos.y,0.0);
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@ -381,24 +383,23 @@ float GetCloudShadow_VLFOG(vec3 WorldPos){
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// shadow = shadow/2.0; // perhaps i should average the 2 shadows being added....
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shadow = clamp(exp(-shadow*15.0),0.0,1.0);
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shadow = clamp(exp(-shadow*255.0),0.0,1.0);
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// do not allow it to exist above the lowest cloud plane
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shadow *= clamp(((MaxCumulusHeight + CumulusHeight)*0.435 - WorldPos.y)/100,0.0,1.0) ;
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// shadow *= clamp(((MaxCumulusHeight + CumulusHeight)*0.435 - WorldPos.y)/100,0.0,1.0) ;
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return shadow;
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}
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float GetAltoOcclusion(vec3 eyePlayerPos){
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vec3 playerPos = eyePlayerPos + cameraPosition;
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playerPos.y += 0.05;
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float GetCloudShadow_occluson(vec3 WorldPos){
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float shadow = 0.0;
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vec3 lowShadowStart = playerPos + normalize(vec3(0,1,0)) * max((MaxCumulusHeight - 70) - playerPos.y,0.0) ;
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shadow = GetCumulusDensity(lowShadowStart,0) * cloudDensity;
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shadow = clamp(exp(shadow * -1),0.0,1.0);
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return shadow;
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#ifdef Cumulus
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vec3 lowShadowStart = WorldPos + vec3(0,0.7,0) * max((MaxCumulusHeight - 60) - WorldPos.y,0.0) ;
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shadow += GetCumulusDensity(lowShadowStart,1)*Cumulus_density;
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shadow = clamp(exp(-shadow * 5),0.0,1.0);
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#endif
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return shadow;
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}
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@ -36,7 +36,7 @@ float cloudVol(in vec3 pos){
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TimeOfDayFog(UniformFog, CloudyFog);
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return CloudyFog + UniformFog + RainFog;
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return CloudyFog + UniformFog;
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}
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vec4 getVolumetricRays(
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@ -91,6 +91,7 @@ vec4 getVolumetricRays(
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float muS = mu;
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float absorbance = 1.0;
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float expFactor = 11.0;
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vec3 WsunVec = mat3(gbufferModelViewInverse) * sunVec * lightCol.a;
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vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition;
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@ -100,21 +101,23 @@ vec4 getVolumetricRays(
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float dd = pow(expFactor, float(i+dither)/float(VL_SAMPLES)) * log(expFactor) / float(VL_SAMPLES)/(expFactor-1.0);
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progress = start.xyz + d*dV;
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progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
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//project into biased shadowmap space
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float distortFactor = calcDistort(progress.xy);
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vec3 pos = vec3(progress.xy*distortFactor, progress.z);
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float densityVol = cloudVol(progressW);
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float sh = 1.0;
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if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
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pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
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sh = shadow2D( shadow, pos).x;
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}
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// if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
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// pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
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// sh = shadow2D( shadow, pos).x;
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// }
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#ifdef VL_CLOUDS_SHADOWS
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sh *= GetCloudShadow_VLFOG(progressW);
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#endif
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//Water droplets(fog)
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float density = densityVol*ATMOSPHERIC_DENSITY*mu*300.;
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@ -133,10 +136,202 @@ vec4 getVolumetricRays(
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vec3 rainRays = (sunColor*sh) * (rayL*phaseg(SdotV,0.5)) * clamp(pow(WsunVec.y,5)*2,0.0,1) * rainStrength * RainFog_amount;
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vec3 CaveRays = (sunColor*sh) * phaseg(SdotV,0.7) * 0.001 * (1.0 - max(eyeBrightnessSmooth.y,0)/240.);
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vec3 vL0 = (DirectLight + AmbientLight + AtmosphericFog + rainRays) * max(eyeBrightnessSmooth.y,0)/240. + CaveRays ;
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vec3 vL0 = (DirectLight + AmbientLight + AtmosphericFog + rainRays ) * max(eyeBrightnessSmooth.y,0)/240. + CaveRays ;
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vL += (vL0 - vL0 * exp(-(rL+m)*dd*dL)) / ((rL+m)+0.00000001)*absorbance;
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absorbance *= dot(clamp(exp(-(rL+m)*dd*dL),0.0,1.0), vec3(0.333333));
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}
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return vec4(vL,absorbance);
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}
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}
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vec4 InsideACloudFog(
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vec3 fragpos,
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vec2 Dither,
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vec3 SunColor,
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vec3 MoonColor,
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vec3 SkyColor
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){
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#ifndef VOLUMETRIC_CLOUDS
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return vec4(0.0,0.0,0.0,1.0);
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#endif
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float total_extinction = 1.0;
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vec3 color = vec3(0.0);
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//project pixel position into projected shadowmap space
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vec3 wpos = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;
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vec3 fragposition = mat3(shadowModelView) * wpos + shadowModelView[3].xyz;
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fragposition = diagonal3(shadowProjection) * fragposition + shadowProjection[3].xyz;
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//project view origin into projected shadowmap space
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vec3 start = toShadowSpaceProjected(vec3(0.));
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//rayvector into projected shadow map space
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//we can use a projected vector because its orthographic projection
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//however we still have to send it to curved shadow map space every step
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vec3 dV = fragposition-start;
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vec3 dVWorld = (wpos-gbufferModelViewInverse[3].xyz);
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// float maxLength = min(length(dVWorld),16*8)/length(dVWorld);
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float maxLength = min(length(dVWorld),far+16)/length(dVWorld);
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dV *= maxLength;
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dVWorld *= maxLength;
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float mult = length(dVWorld)/25;
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float dL = length(dVWorld);
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vec3 progress = start.xyz;
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vec3 progressW = gbufferModelViewInverse[3].xyz+cameraPosition;
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vec3 progress_view = vec3(0.0);
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float expFactor = 11.0;
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////// lighitng stuff
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float shadowStep = 200.;
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vec3 dV_Sun = normalize(mat3(gbufferModelViewInverse)*sunVec)*shadowStep;
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vec3 dV_Sun_small = dV_Sun/shadowStep;
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float SdotV = dot(sunVec,normalize(fragpos));
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SkyColor *= clamp(abs(dV_Sun.y)/100.,0.75,1.0);
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SunColor = SunColor * clamp(dV_Sun.y ,0.0,1.0);
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MoonColor *= clamp(-dV_Sun.y,0.0,1.0);
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vec3 Fog_SkyCol = SkyColor;
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vec3 Fog_SunCol = SunColor;
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// if(dV_Sun.y/shadowStep < -0.1) dV_Sun = -dV_Sun;
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float mieDay = phaseg(SdotV, 0.75) * 3.14;
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float mieDayMulti = phaseg(SdotV, 0.35) * 2;
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vec3 sunContribution = SunColor * mieDay;
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vec3 sunContributionMulti = SunColor * mieDayMulti ;
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float mieNight = (phaseg(-SdotV,0.8) + phaseg(-SdotV, 0.35)*4);
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vec3 moonContribution = MoonColor * mieNight;
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float timing = 1.0 - clamp(pow(abs(dV_Sun.y)/150.0,2.0),0.0,1.0);
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///////// fog part
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//Mie phase + somewhat simulates multiple scattering (Horizon zero down cloud approx)
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float mie = phaseg(SdotV,0.7)*5.0 + 1.0;
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float rayL = phaseRayleigh(SdotV);
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#ifdef Biome_specific_environment
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// recolor change sun and sky color to some color, but make sure luminance is preserved.
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BiomeFogColor(Fog_SunCol);
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BiomeFogColor(Fog_SkyCol);
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#endif
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vec3 rC = vec3(fog_coefficientRayleighR*1e-6, fog_coefficientRayleighG*1e-5, fog_coefficientRayleighB*1e-5);
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vec3 mC = vec3(fog_coefficientMieR*1e-6, fog_coefficientMieG*1e-6, fog_coefficientMieB*1e-6);
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float mu = 1.0;
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float muS = mu;
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#ifdef Cumulus
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for (int i=0;i<VL_SAMPLES;i++) {
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float d = (pow(expFactor, float(i+Dither.x)/float(VL_SAMPLES))/expFactor - 1.0/expFactor)/(1-1.0/expFactor);
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float dd = pow(expFactor, float(i+Dither.x)/float(VL_SAMPLES)) * log(expFactor) / float(VL_SAMPLES)/(expFactor-1.0);
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progress = start.xyz + d*dV;
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progressW = gbufferModelViewInverse[3].xyz+cameraPosition + d*dVWorld;
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//project into biased shadowmap space
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float distortFactor = calcDistort(progress.xy);
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vec3 pos = vec3(progress.xy*distortFactor, progress.z);
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float sh = 1.0;
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if (abs(pos.x) < 1.0-0.5/2048. && abs(pos.y) < 1.0-0.5/2048){
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pos = pos*vec3(0.5,0.5,0.5/6.0)+0.5;
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sh = shadow2D( shadow, pos).x;
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}
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#ifdef VL_CLOUDS_SHADOWS
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sh *= GetCloudShadow_VLFOG(progressW);
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#endif
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float densityVol = cloudVol(progressW);
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//Water droplets(fog)
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float density = densityVol*ATMOSPHERIC_DENSITY*mu*300.;
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//Just air
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vec2 airCoef = exp(-max(progressW.y-SEA_LEVEL,0.0)/vec2(8.0e3, 1.2e3)*vec2(6.,7.0)) * 24 * Haze_amount;
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//Pbr for air, yolo mix between mie and rayleigh for water droplets
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vec3 rL = rC*airCoef.x;
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vec3 m = (airCoef.y+density)*mC;
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vec3 DirectLight = (Fog_SunCol*sh) * (rayL*rL+m*mie);
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vec3 AmbientLight = Fog_SkyCol * m;
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vec3 AtmosphericFog = Fog_SkyCol * (rL+m) ;
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// extra fog effects
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vec3 rainRays = (sunColor*sh) * (rayL*phaseg(SdotV,0.5)) * clamp(pow(WsunVec.y,5)*2,0.0,1) * rainStrength * RainFog_amount;
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vec3 CaveRays = (sunColor*sh) * phaseg(SdotV,0.7) * 0.001 * (1.0 - max(eyeBrightnessSmooth.y,0)/240.);
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vec3 vL0 = (DirectLight + AmbientLight + AtmosphericFog + rainRays ) * max(eyeBrightnessSmooth.y,0)/240. + CaveRays ;
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color += (vL0 - vL0 * exp(-(rL+m)*dd*dL)) / ((rL+m)+0.00000001)*total_extinction;
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total_extinction *= dot(clamp(exp(-(rL+m)*dd*dL),0.0,1.0), vec3(0.333333));
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sh = 1.0; // make sure cloud shadows dont shadow the clouds hurhur
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progress_view = progressW;
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float cumulus = GetCumulusDensity(progress_view, 1);
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float alteredDensity = Cumulus_density * clamp(exp( (progress_view.y - (MaxCumulusHeight - 75)) / 9.0 ),0.0,1.0);
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if(cumulus > 1e-5){
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float muE = cumulus*alteredDensity;
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float Sunlight = 0.0;
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float MoonLight = 0.0;
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for (int j=0; j < 3; j++){
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vec3 shadowSamplePos = progress_view + (dV_Sun * 0.15) * (1 + Dither.y/2 + j);
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float shadow = GetCumulusDensity(shadowSamplePos, 0) * Cumulus_density;
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Sunlight += shadow / (1 + j);
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MoonLight += shadow;
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}
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Sunlight += 1.0 - sh;
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MoonLight += 1.0 - sh;
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#ifdef Altostratus
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// cast a shadow from higher clouds onto lower clouds
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vec3 HighAlt_shadowPos = progress_view + dV_Sun/abs(dV_Sun.y) * max(AltostratusHeight - progress_view.y,0.0);
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float HighAlt_shadow = GetAltostratusDensity(HighAlt_shadowPos);
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Sunlight += HighAlt_shadow;
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#endif
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float ambientlightshadow = 1.0 - clamp(exp((progress_view.y - (MaxCumulusHeight - 50)) / 100.0),0.0,1.0) ;
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vec3 S = Cloud_lighting(muE, cumulus*Cumulus_density, Sunlight, MoonLight, SkyColor, sunContribution, sunContributionMulti, moonContribution, ambientlightshadow, 0, progress_view, timing);
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vec3 Sint = (S - S * exp(-mult*muE)) / muE;
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color += max(muE*Sint*total_extinction,0.0);
|
||||
total_extinction *= max(exp(-mult*muE),0.0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
if (total_extinction < 1e-5) break;
|
||||
}
|
||||
#endif
|
||||
|
||||
return vec4(color, total_extinction);
|
||||
}
|
||||
|
Reference in New Issue
Block a user