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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
removed the "cloud cradle" on the horizon. added fake rayleigh scattering for distant clouds. fixed issue where ambient SSS didnt adjust with ambient brightness. added some requested lights to .properties files. added a "original chocapic sky" misc option. removed stonger sunlight sky absorbtion. tweaked border fog and made it on by default
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@ -32,8 +32,8 @@ float cloudVol(in vec3 pos){
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float UniformFog = exp( max(pos.y - fogYstart,0.0) / -25);
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// UniformFog = 1.0;
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// float RainFog = max(fog_shape*10. - 7.,0.5) * exp2( -max((pos.y - SEA_LEVEL) / 25.,0.0)) * 72. * rainStrength * noPuddleAreas * RainFog_amount;
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float RainFog = (2 + max(fog_shape*10. - 7.,0.5)*2.0) * UniformFog * rainStrength * noPuddleAreas * RainFog_amount;
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float RainFog = ((2 + max(fog_shape*10. - 7.0,0.5)*2.0)) *UniformFog* rainStrength * noPuddleAreas * RainFog_amount;
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// float RainFog = (CloudyFog*255) * rainStrength * noPuddleAreas * RainFog_amount;
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#ifdef PER_BIOME_ENVIRONMENT
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// sandstorms and snowstorms
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@ -42,10 +42,16 @@ float cloudVol(in vec3 pos){
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TimeOfDayFog(UniformFog, CloudyFog);
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float testfogshapes = clamp(130 - pos.y,0,1) * 100;
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float noise = densityAtPosFog(samplePos * 12.0);
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float erosion = 1.0-densityAtPosFog(samplePos2 * (125 - (1-pow(1-noise,5))*25));
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// float clumpyFog = max(exp(noise * -5)*2 - (erosion*erosion), 0.0);
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// float testfogshapes = clumpyFog*30;
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// return testfogshapes;
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return CloudyFog + UniformFog + RainFog;// + testfogshapes;
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return CloudyFog + UniformFog + RainFog;
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}
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float phaseRayleigh(float cosTheta) {
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@ -195,9 +201,9 @@ vec4 GetVolumetricFog(
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vec3 DirectLight = LightSourcePhased * sh * ((rL* 3.0)*rayL + m);
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vec3 Lightning = Iris_Lightningflash_VLfog(progressW-cameraPosition, lightningBoltPosition.xyz) * (rL + m);
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vec3 lighting = (Atmosphere + DirectLight + Lightning) * lightleakfix;
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vec3 foglighting = (Atmosphere + DirectLight + Lightning) * lightleakfix;
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color += (lighting - lighting * exp(-(rL+m)*dd*dL)) / ((rL+m)+0.00000001)*absorbance;
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color += (foglighting - foglighting * exp(-(rL+m)*dd*dL)) / ((rL+m)+0.00000001)*absorbance;
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absorbance *= clamp(exp(-(rL+m)*dd*dL),0.0,1.0);
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#ifdef RAYMARCH_CLOUDS_WITH_FOG
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@ -232,12 +238,12 @@ vec4 GetVolumetricFog(
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float skylightOcclusion = max(exp2((upperLayerOcclusion*upperLayerOcclusion) * -5), 0.75);
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float skyScatter = clamp((CloudBaseHeights - 20 - progressW.y) / 275.0,0.0,1.0);
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vec3 Lighting = DoCloudLighting(muE, cumulus, SkyLightColor*skylightOcclusion, skyScatter, directLight, directScattering*sh2, directMultiScattering*sh2, 1.0);
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vec3 cloudlighting = DoCloudLighting(muE, cumulus, SkyLightColor*skylightOcclusion, skyScatter, directLight, directScattering*sh2, directMultiScattering*sh2, 1.0);
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// a horrible approximation of direct light indirectly hitting the lower layer of clouds after scattering through/bouncing off the upper layer.
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Lighting += sunIndirectScattering * exp((skyScatter*skyScatter) * cumulus * -35.0) * upperLayerOcclusion * exp(-20.0 * pow(abs(upperLayerOcclusion - 0.3),2));
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cloudlighting += sunIndirectScattering * exp((skyScatter*skyScatter) * cumulus * -35.0) * upperLayerOcclusion * exp(-20.0 * pow(abs(upperLayerOcclusion - 0.3),2));
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color += max(Lighting - Lighting*exp(-muE*dd*dL),0.0) * absorbance;
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color += max(cloudlighting - cloudlighting*exp(-muE*dd*dL),0.0) * absorbance;
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absorbance *= max(exp(-muE*dd*dL),0.0);
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}
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#endif /// VL CLOUDS
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