dither cloud intersection threshold to avoid silhouettes. make snells window only apply to water.

This commit is contained in:
Xonk
2025-03-17 22:43:25 -04:00
parent 1465baede1
commit fa255a138d
4 changed files with 12 additions and 9 deletions

View File

@ -334,10 +334,13 @@ vec4 raymarchCloud(
float shapeWithDensityFaded = shape*density * pow(clamp((rayPosition.y - minHeight)/(max(maxHeight-minHeight,1.0)*0.25),0.0,1.0),2.0);
if(shapeWithDensityFaded > mix(0.06, 1e-5, dither)){
cloudPlaneDistance.x = length(rayPosition - cameraPosition); cloudPlaneDistance.y = 0.0;
}
// check if the pixel has visible clouds before doing work.
if(shapeWithDensityFaded > 1e-5){
cloudPlaneDistance.x = length(rayPosition - cameraPosition); cloudPlaneDistance.y = 0.0;
// can add the initial cloud shape sample for a free shadow starting step :D
float indirectShadowMask = 1.0 - min(max(rayPosition.y - minHeight,0.0) / max(maxHeight-minHeight,1.0), 1.0);