ADDED material AO. made Volumetric fogs all converge better. made "ambient light only" work universally. removed fallback dimension.

This commit is contained in:
Xonk
2023-10-20 20:26:41 -04:00
parent ca39a0a6dd
commit fd0e4c45be
76 changed files with 80 additions and 581 deletions

View File

@ -198,7 +198,7 @@ vec4 GetVolumetricFog(
float dither,
float dither2
){
int SAMPLES = 32;
int SAMPLES = 16;
vec3 vL = vec3(0.0);
float absorbance = 1.0;
@ -286,7 +286,7 @@ vec4 GetVolumetricFog(
float AirDensity = 0.002;
// AirDensity = 0.0;
vec3 vL1 = vec3(0.5,0.75,1.0);
vec3 vL1 = vec3(0.5,0.75,1.0) * 0.5;
// vL1 += Light1 + Light2;
vL += (vL1 - vL1*exp2(-AirDensity*dd*dL)) * absorbance;