mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-19 23:57:22 +08:00
tweak border fog gradients. fog settings re-organized. tiny metals fresnel tweak (it now always stays tinted)
This commit is contained in:
parent
ea99cf846f
commit
d6a83f300c
@ -631,7 +631,6 @@ void main() {
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bool inShadowmapBounds = false;
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#endif
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///////////////////////////// start drawin :D
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if (z >= 1.0) {
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#ifdef OVERWORLD_SHADER
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@ -182,8 +182,6 @@ void ApplyDistortion(inout vec2 Texcoord, vec2 TangentNormals, vec2 depths){
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vec2 UnalteredTexcoord = Texcoord;
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// Texcoord = min(Texcoord, 1.0-abs(Texcoord));
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Texcoord = abs(Texcoord + (TangentNormals * clamp((ld(depths.x) - ld(depths.y)) * 0.5,0.0,0.15)) * RENDER_SCALE );
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float DistortedAlpha = decodeVec2(texture2D(colortex11,Texcoord).b).g;
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@ -192,85 +190,70 @@ void ApplyDistortion(inout vec2 Texcoord, vec2 TangentNormals, vec2 depths){
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}
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uniform float eyeAltitude;
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void main() {
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/* DRAWBUFFERS:73 */
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////// --------------- SETUP STUFF --------------- //////
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vec2 texcoord = gl_FragCoord.xy*texelSize;
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vec4 trpData = texture2D(colortex7,texcoord);
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bool iswater = trpData.a > 0.99;
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float translucentAlpha = trpData.a;
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// vec4 speculartex = texture2D(colortex8,texcoord); // translucents
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// float sunlight = speculartex.b;
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//3x3 bilateral upscale from half resolution
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float z = texture2D(depthtex0,texcoord).x;
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float z2 = texture2D(depthtex1,texcoord).x;
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float frDepth = ld(z2);
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// vec4 vl = texture2D(colortex0,texcoord * 0.5);
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////// --------------- UNPACK OPAQUE GBUFFERS --------------- //////
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// vec4 data_opaque = texture2D(colortex1,texcoord);
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// vec4 dataUnpacked1 = vec4(decodeVec2(data_opaque.z),decodeVec2(data_opaque.w)); // normals, lightmaps
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// vec4 dataUnpacked2 = vec4(decodeVec2(data.z),decodeVec2(data.w));
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// bool hand = abs(dataUnpacked1.w-0.75) < 0.01;
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// vec2 lightmap = dataUnpacked1.yz;
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////// --------------- UNPACK TRANSLUCENT GBUFFERS --------------- //////
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vec3 data = texture2D(colortex11,texcoord).rgb;
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vec4 unpack0 = vec4(decodeVec2(data.r),decodeVec2(data.g)) ;
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vec4 unpack1 = vec4(decodeVec2(data.b),0,0) ;
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vec4 albedo = vec4(unpack0.ba,unpack1.rg);
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vec2 tangentNormals = unpack0.xy*2.0-1.0;
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if(albedo.a <= 0.0) tangentNormals = vec2(0.0);
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vec4 TranslucentShader = texture2D(colortex2,texcoord);
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vec2 tempOffset = TAA_Offset;
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vec3 fragpos = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z));
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vec3 fragpos2 = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z2));
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vec3 p3 = mat3(gbufferModelViewInverse) * fragpos;
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vec3 np3 = normVec(p3);
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float linearDistance = length(p3);
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float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0);
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////// --------------- UNPACK TRANSLUCENT GBUFFERS --------------- //////
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vec3 data = texture2D(colortex11,texcoord).rgb;
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vec4 unpack0 = vec4(decodeVec2(data.r),decodeVec2(data.g)) ;
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vec4 unpack1 = vec4(decodeVec2(data.b),0,0) ;
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vec4 albedo = vec4(unpack0.ba,unpack1.rg);
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vec2 tangentNormals = unpack0.xy*2.0-1.0;
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if(albedo.a <= 0.0) tangentNormals = vec2(0.0);
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vec4 TranslucentShader = texture2D(colortex2,texcoord);
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////// --------------- UNPACK MISC --------------- //////
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float trpData = texture2D(colortex7,texcoord).a;
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////// --------------- MASKS/BOOLEANS --------------- //////
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bool iswater = trpData > 0.99;
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float translucentAlpha = trpData;
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////// --------------- get volumetrics
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vec4 vl = BilateralUpscale(colortex0, depthtex1, gl_FragCoord.xy, frDepth);
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float bloomyFogMult = 1.0;
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////// --------------- distort texcoords as a refraction effect
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vec2 refractedCoord = texcoord;
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/// --- REFRACTION --- ///
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#ifdef Refraction
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ApplyDistortion(refractedCoord, tangentNormals, vec2(z2,z));
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#endif
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/// --- MAIN COLOR BUFFER --- ///
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// it is sampled with distorted texcoords
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vec3 color = texture2D(colortex3,refractedCoord).rgb;
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////// --------------- MAIN COLOR BUFFER
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vec3 color = texture2D(colortex3, refractedCoord).rgb;
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float lightleakfix = clamp(pow(eyeBrightnessSmooth.y/240.,2) ,0.0,1.0);
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#if defined OVERWORLD_SHADER && defined BorderFog
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float fog = exp2(-100.0 * pow(clamp(1.0-length(p3)/far,0.0,1.0),2.0));
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fog *= exp(-30.0*(pow(clamp(np3.y,0.0,1.0),2.0))) ;
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if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, skyGroundColor, fog);
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////// --------------- BLEND TRANSLUCENT GBUFFERS
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//////////// and do border fog on opaque and translucents
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#if defined BorderFog
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float fog = exp(-50.0 * pow(clamp(1.0-linearDistance/far,0.0,1.0),2.0));
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fog *= exp(-10.0 * pow(clamp(np3.y,0.0,1.0)*4.0,2.0));
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if(z >= 1.0 || isEyeInWater != 0) fog = 0.0;
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color.rgb = mix(color.rgb, skyGroundColor, fog);
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#endif
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vec4 vl = BilateralUpscale(colortex0, depthtex1, gl_FragCoord.xy, frDepth);
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float bloomyFogMult = 1.0;
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if (TranslucentShader.a > 0.0){
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#ifdef Glass_Tint
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if(albedo.a > 0.2) color = color*albedo.rgb + color * clamp(pow(1.0-luma(albedo.rgb),20.),0.0,1.0);
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@ -278,83 +261,89 @@ void main() {
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color = color*(1.0-TranslucentShader.a) + TranslucentShader.rgb;
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#ifdef BorderFog
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if(z < 1.0 && isEyeInWater == 0) color.rgb = mix(color.rgb, skyGroundColor, fog);
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color.rgb = mix(color.rgb, skyGroundColor, fog);
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#endif
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}
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#if defined OVERWORLD_SHADER && defined Cave_fog
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if (isEyeInWater == 0 && eyeAltitude < 1500){
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////// --------------- VARIOUS FOG EFFECTS (behind volumetric fog)
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//////////// blindness, nightvision, liquid fogs and misc fogs
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float fogdistfade = clamp( pow(length(fragpos) / far, CaveFogFallOff) ,0.0,1.0);
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fogdistfade = fogdistfade*0.95 + clamp( pow(1.0 - exp((length(fragpos) / far) * -5), 2.0) ,0.0,1.0)*0.05;
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float fogfade = clamp( exp(clamp(np3.y * 0.5 + 0.5,0,1) * -3.0) ,0.0,1.0);
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vec3 cavefogCol = vec3(CaveFogColor_R,CaveFogColor_G,CaveFogColor_B);
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#ifdef PER_BIOME_ENVIRONMENT
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#if defined OVERWORLD_SHADER && defined CAVE_FOG
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if (isEyeInWater == 0 && eyeAltitude < 1500 && lightleakfix < 1.0){
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float cavefog = clamp( pow(linearDistance / far, CaveFogFallOff) ,0.0,1.0);
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cavefog = cavefog*0.95 + clamp( pow(1.0 - exp((linearDistance / far) * -5), 2.0) ,0.0,1.0)*0.05;
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cavefog *= exp(-30.0*(pow(clamp(np3.y-0.5,0.0,1.0),2.0))); // create a hole in the fog above, so the sky is a little visible.
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vec3 cavefogCol = vec3(CaveFogColor_R, CaveFogColor_G, CaveFogColor_B);
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cavefogCol *= clamp( exp(clamp(np3.y * 0.5 + 0.5,0,1) * -3.0) ,0.0,1.0); // apply a vertical gradient to the fog color
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#ifdef PER_BIOME_ENVIRONMENT
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BiomeFogColor(cavefogCol);
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#endif
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color.rgb = mix(color.rgb, cavefogCol*fogfade, fogdistfade * (1.0-lightleakfix) * (1.0-darknessFactor) * clamp( 1.5 - np3.y,0.,1)) ;
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color.rgb = mix(color.rgb, cavefogCol, cavefog * (1-lightleakfix));
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}
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#endif
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////// --------------- Distance fog for the end shader
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#ifdef END_SHADER
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if (isEyeInWater == 0){
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vec3 hazeColor = vec3(0.3,0.75,1.0) * 0.3;
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float hazeDensity = clamp(1.0 - length(fragpos) / max(far, 32.0 * 24.0),0.0,1.0);
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float hazeDensity = clamp(1.0 - linearDistance / max(far, 32.0 * 24.0),0.0,1.0);
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color.rgb = mix(hazeColor, color.rgb, hazeDensity) ;
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}
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#endif
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// underwater fog
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////// --------------- underwater fog
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if (isEyeInWater == 1){
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float dirtAmount = Dirt_Amount;
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vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
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vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
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vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
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// float fogfade = clamp( exp(length(fragpos) / -20) ,0.0,1.0);
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// vec3 fogfade = clamp( exp( (length(fragpos) / -4) * totEpsilon ) ,0.0,1.0);
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vec3 fogfade = clamp( exp( (length(fragpos) / -4) * totEpsilon ) ,0.0,1.0);
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fogfade *= 1.0 - clamp( length(fragpos) / far,0.0,1.0);
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vec3 fogfade = clamp( exp( (linearDistance / -4) * totEpsilon ) ,0.0,1.0);
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fogfade *= 1.0 - clamp( linearDistance / far,0.0,1.0);
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color.rgb *= fogfade ;
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color.rgb *= fogfade;
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bloomyFogMult *= 0.3;
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}
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// apply VL fog to the scene
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////// --------------- BLEND FOG INTO SCENE
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//////////// apply VL fog over opaque and translucents
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color *= vl.a;
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color += vl.rgb;
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////// --------------- VARIOUS FOG EFFECTS (in front of volumetric fog)
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//////////// blindness, nightvision, liquid fogs and misc fogs
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////// --------------- bloomy rain effect
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#ifdef OVERWORLD_SHADER
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// bloomy rain effect
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float rainDrops = clamp(texture2D(colortex9,texcoord).a, 0.0,1.0);
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if(rainDrops > 0.0) bloomyFogMult *= clamp(1.0 - pow(rainDrops*5.0,2),0.0,1.0);
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#endif
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/// lava.
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////// --------------- lava.
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if (isEyeInWater == 2){
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color.rgb = vec3(4.0,0.5,0.1);
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}
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/// powdered snow
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///////// --------------- powdered snow
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if (isEyeInWater == 3){
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color.rgb = mix(color.rgb,vec3(10,15,20),clamp(length(fragpos)*0.5,0.,1.));
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color.rgb = mix(color.rgb,vec3(10,15,20),clamp(linearDistance*0.5,0.,1.));
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bloomyFogMult = 0.0;
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}
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// blidnesss
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color.rgb *= mix(1.0,clamp( exp(pow(length(fragpos)*(blindness*0.2),2) * -5),0.,1.) , blindness);
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////// --------------- blidnesss
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color.rgb *= mix(1.0,clamp( exp(pow(linearDistance*(blindness*0.2),2) * -5),0.,1.) , blindness);
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// darkness effect
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//////// --------------- darkness effect
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color.rgb *= mix(1.0, (1.0-darknessLightFactor*2.0) * clamp(1.0-pow(length(fragpos2)*(darknessFactor*0.07),2.0),0.0,1.0), darknessFactor);
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////// --------------- FINALIZE
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#ifdef display_LUT
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vec2 movedTC = texcoord;
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vec3 thingy = texture2D(colortex4,movedTC).rgb / 30;
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@ -366,7 +355,5 @@ void main() {
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#endif
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gl_FragData[0].r = vl.a * bloomyFogMult; // pass fog alpha so bloom can do bloomy fog
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gl_FragData[1].rgb = clamp(color.rgb, 0.0,68000.0);
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}
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@ -122,7 +122,7 @@ screen.Fog = 雾气设置
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option.PER_BIOME_ENVIRONMENT = 生物群系特定雾气
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screen.Cave_Fog = 洞穴雾气
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option.Cave_fog = 洞穴雾气
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option.CAVE_FOG = 洞穴雾气
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option.CaveFogFallOff = 洞穴雾气渐消曲线
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option.CaveFogColor_R = 洞穴雾气红色比重
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option.CaveFogColor_G = 洞穴雾气绿色比重
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@ -169,14 +169,15 @@ const float sunPathRotation = -35; //[-90 -89 -88 -87 -86 -85 -84 -83 -82 -81 -8
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#define BLOOMY_FOG 1.5 // [0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 3.0 4.0 6.0 10.0 15.0 20.0]
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#define BLOOM_STRENGTH 4.0 // [0.0 0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0 20.0 25.0 50.0 75.0 100.0]
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#define Cave_fog
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#define CAVE_FOG
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#ifdef CAVE_FOG
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#endif
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#define CaveFogFallOff 2.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
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#define CaveFogColor_R 0.1 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 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 1.0]
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#define CaveFogColor_G 0.2 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 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 1.0]
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#define CaveFogColor_B 0.5 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 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 1.0]
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// #define BorderFog
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#define BorderFog
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#if !defined OVERWORLD_SHADER
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#undef BorderFog
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#endif
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@ -221,7 +221,7 @@ void DoSpecularReflections(
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bool hasReflections = Roughness_Threshold == 1.0 ? true : F0 * (1.0 - Roughness * Roughness_Threshold) > 0.01;
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// mulitply all reflections by the albedo if it is a metal.
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vec3 Metals = F0 > 229.5/255.0 ? lerp(Albedo, vec3(1.0), Fresnel) : vec3(1.0);
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vec3 Metals = F0 > 229.5/255.0 ? max(Albedo, Fresnel) : vec3(1.0);
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// --------------- BACKGROUND REFLECTIONS
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// apply background reflections to the final color. make sure it does not exist based on the lightmap
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@ -185,12 +185,30 @@ PhysicsMod_support [LabPBR]
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### FOG
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screen.Fog.columns=2
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screen.Fog = VL_RENDER_RESOLUTION Haze_amount \
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VL_SAMPLES RainFog_amount \
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BLOOMY_FOG [TOD_fog] \
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BorderFog [Cave_Fog] \
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FOG_START_HEIGHT [END_AND_NETHER_FOG] \
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RAYMARCH_CLOUDS_WITH_FOG PER_BIOME_ENVIRONMENT
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# screen.Fog = VL_RENDER_RESOLUTION VL_SAMPLES FOG_START_HEIGHT \
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# Haze_amount RainFog_amount BLOOMY_FOG \
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# BorderFog PER_BIOME_ENVIRONMENT RAYMARCH_CLOUDS_WITH_FOG \
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# [Cave_Fog] [TOD_fog] [END_AND_NETHER_FOG]
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screen.Fog = VL_RENDER_RESOLUTION VL_SAMPLES \
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FOG_START_HEIGHT BLOOMY_FOG \
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<empty> <empty> \
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Haze_amount RainFog_amount \
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[TOD_fog] [Cave_Fog] \
|
||||
[END_AND_NETHER_FOG] <empty> \
|
||||
<empty> <empty> \
|
||||
BorderFog PER_BIOME_ENVIRONMENT \
|
||||
RAYMARCH_CLOUDS_WITH_FOG
|
||||
|
||||
|
||||
# screen.Fog = VL_RENDER_RESOLUTION Haze_amount \
|
||||
# VL_SAMPLES RainFog_amount \
|
||||
# BLOOMY_FOG [TOD_fog] \
|
||||
# FOG_START_HEIGHT [Cave_Fog] \
|
||||
# PER_BIOME_ENVIRONMENT [END_AND_NETHER_FOG] \
|
||||
# RAYMARCH_CLOUDS_WITH_FOG BorderFog
|
||||
|
||||
|
||||
|
||||
@ -198,12 +216,12 @@ PhysicsMod_support [LabPBR]
|
||||
screen.TOD_fog = TOD_Fog_mult <empty> Morning_Uniform_Fog Morning_Cloudy_Fog Noon_Uniform_Fog Noon_Cloudy_Fog Evening_Uniform_Fog Evening_Cloudy_Fog Night_Uniform_Fog Night_Cloudy_Fog
|
||||
|
||||
screen.Cave_Fog.columns=1
|
||||
screen.Cave_Fog = Cave_fog CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B
|
||||
screen.Cave_Fog = CAVE_FOG CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B
|
||||
|
||||
screen.Fog_Color.columns=1
|
||||
screen.Fog_Color = fog_coefficientRayleighR fog_coefficientRayleighG fog_coefficientRayleighB fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB
|
||||
|
||||
screen.END_AND_NETHER_FOG.columns=2
|
||||
screen.END_AND_NETHER_FOG.columns=1
|
||||
screen.END_AND_NETHER_FOG = END_STORM_DENSTIY PLUME_DENSITY
|
||||
|
||||
### WATER
|
||||
|
Loading…
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Reference in New Issue
Block a user