make roughness threshold harder to see

This commit is contained in:
Xonk
2023-06-22 16:47:25 -04:00
parent 4d1673a54c
commit f40c20f3c8
3 changed files with 10 additions and 11 deletions

View File

@ -136,7 +136,7 @@ vec4 getVolumetricRays(
vec3 AtmosphericFog = skyCol0 * (rL+m) ;
// extra fog effects
vec3 rainRays = (sunColor*sh) * (rayL*phaseg(SdotV,0.5)) * clamp(pow(WsunVec.y,5)*2,0.0,1) * rainStrength * noPuddleAreas * RainFog_amount;
vec3 rainRays = (sunColor*sh) * (rayL*phaseg(SdotV,0.5)) * clamp(pow(WsunVec.y,5)*2,0.0,1) * rainStrength * noPuddleAreas * RainFog_amount * 0.5;
vec3 CaveRays = (sunColor*sh) * phaseg(SdotV,0.7) * 0.001 * (1.0 - max(eyeBrightnessSmooth.y,0)/240.);
vec3 vL0 = (DirectLight + AmbientLight + AtmosphericFog + rainRays ) * max(eyeBrightnessSmooth.y,0)/240. ;