fix sunlight being too dark on clouds. remove unneeded code from cloud functions. make powder effect more visible

This commit is contained in:
Xonk
2025-04-16 23:09:20 -04:00
parent 6baf5f4a6b
commit fd9aacd987

View File

@ -194,7 +194,7 @@ float getCloudScattering(
// float fadeddensity = density * pow(clamp((shadowRayPosition.y - minHeight)/(max(maxHeight-minHeight,1.0)*0.25),0.0,1.0),2.0);
shadow += getCloudShape(LayerIndex, LOD, shadowRayPosition, minHeight, maxHeight) * density;
shadow += getCloudShape(LayerIndex, LOD, shadowRayPosition, minHeight, maxHeight) * density;
}
return shadow;
@ -209,15 +209,13 @@ vec3 getCloudLighting(
vec3 directLightCol_multi,
float indirectShadowMask,
vec3 indirectLightCol,
float distanceFade
vec3 indirectLightCol
){
float powderEffect = 1.0 - exp(-3.0*shapeFaded);
vec3 directScattering = directLightCol * exp(-10.0*sunShadowMask) + directLightCol_multi * exp(-3.0*(sunShadowMask - (1.0-indirectShadowMask*indirectShadowMask)*0.5)) * powderEffect;
vec3 indirectScattering = indirectLightCol * mix(1.0, exp2(-5.0*shape), (indirectShadowMask*indirectShadowMask) * distanceFade);
float powderEffect = 1.0-exp(-10.0*shapeFaded); powderEffect *= powderEffect; powderEffect *= 2.0;
vec3 directScattering = directLightCol_multi * powderEffect * exp(-3.0*sunShadowMask) + directLightCol * exp(-10.0*sunShadowMask);
vec3 indirectScattering = indirectLightCol * mix(1.0, exp2(-5.0*shape), indirectShadowMask*indirectShadowMask);
// return indirectScattering;
// return directScattering;
return indirectScattering + directScattering;
@ -239,7 +237,6 @@ vec4 raymarchCloud(
vec3 sunScattering,
vec3 sunMultiScattering,
vec3 skyScattering,
float distanceFade,
float referenceDistance,
vec3 sampledSkyCol,
@ -291,7 +288,7 @@ vec4 raymarchCloud(
float sunShadowMask = (shapeWithDensity + getCloudScattering(LayerIndex, rayPosition, sunVector, dither, minHeight, maxHeight, density)) * (1.0-abs(WsunVec.y));
float indirectShadowMask = 0.5;
vec3 lighting = getCloudLighting(shapeWithDensity, shapeWithDensity, sunShadowMask, sunScattering, sunMultiScattering, indirectShadowMask, skyScattering, distanceFade);
vec3 lighting = getCloudLighting(shapeWithDensity, shapeWithDensity, sunShadowMask, sunScattering, sunMultiScattering, indirectShadowMask, skyScattering);
vec3 newPos = rayPosition - cameraPosition;
newPos.xz /= max(newPos.y,0.0)*0.0025 + 1.0;
@ -322,8 +319,6 @@ vec4 raymarchCloud(
float upperLayerOcclusion = getCloudShape(LARGECUMULUS_LAYER, 0, rayPosition + vec3(0.0,1.0,0.0) * max((CloudLayer1_height+20) - rayPosition.y,0.0), CloudLayer1_height, CloudLayer1_height+100.0);
skylightOcclusion = mix(mix(0.0,0.2,parameters.largeCumulus.y), 1.0, pow(1.0 - upperLayerOcclusion*parameters.largeCumulus.y,2));
}
skylightOcclusion = mix(1.0, skylightOcclusion, distanceFade);
#endif
@ -352,6 +347,7 @@ vec4 raymarchCloud(
// 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);
float sunShadowMask = shapeWithDensity + getCloudScattering(LayerIndex, rayPosition, sunVector, dither, minHeight, maxHeight, density);
// do cloud shadows from one layer to another
@ -368,13 +364,13 @@ vec4 raymarchCloud(
sunShadowMask += getCloudShape(ALTOSTRATUS_LAYER, 0, shadowStartPos, CloudLayer2_height, CloudLayer2_height) * parameters.altostratus.y * (1.0-abs(sunVector.y));
#endif
vec3 lighting = getCloudLighting(shapeWithDensity, shapeWithDensityFaded, sunShadowMask, sunScattering, sunMultiScattering, indirectShadowMask, skyScattering * skylightOcclusion, distanceFade);
vec3 lighting = getCloudLighting(shapeWithDensity, shapeWithDensityFaded, sunShadowMask, sunScattering, sunMultiScattering, indirectShadowMask, skyScattering * skylightOcclusion);
vec3 newPos = rayPosition - cameraPosition;
newPos.xz /= max(newPos.y,0.0)*0.0025 + 1.0;
newPos.y = min(newPos.y,0.0);
float distancefog = exp(-0.00025*length(newPos));
float distancefog = exp(-0.00035*length(newPos));
vec3 atmosphereHaze = (sampledSkyCol - sampledSkyCol * distancefog);
lighting = lighting * distancefog + atmosphereHaze;
@ -505,32 +501,15 @@ vec4 GetVolumetricClouds(
///------- do color stuff outside of the raymarcher loop
vec3 sunScattering = directLightCol * (phaseCloud(SdotV, 0.85) + phaseCloud(SdotV, 0.75)) * 3.14;
vec3 sunMultiScattering = directLightCol * 0.8;// * (phaseCloud(SdotV, 0.35) + phaseCloud(-SdotV, 0.35) * 0.5) * 6.28;
vec3 skyScattering = indirectLightCol;
vec3 distanceEstimation = normalize(NormPlayerPos.xyz * (cloudheight/abs(NormPlayerPos.y)/samples));
// terrible fake rayleigh scattering
// vec3 rC = vec3(sky_coefficientRayleighR*1e-6, sky_coefficientRayleighG*1e-5, sky_coefficientRayleighB*1e-5)*3.0;
// vec3 rayleighScatter = exp(-10000.0 * rC * exp(abs(distanceEstimation.y) * -5.0));
// sunMultiScattering *= rayleighScatter;
// sunScattering *= rayleighScatter;
float distanceFade = 1.0 - clamp(exp2(pow(abs(distanceEstimation.y),1.5) * -100.0),0.0,1.0)*heightRelativeToClouds;
distanceFade = 1.0;
// - pow(1.0-clamp(signedSunVec.y,0.0,1.0),5.0)
skyScattering *= 2.0;
// sunScattering *= distanceFade;
// sunMultiScattering *= distanceFade;
vec3 sunMultiScattering = directLightCol;
vec3 skyScattering = indirectLightCol * 2.0;
////------- RENDER SMALL CUMULUS CLOUDS
vec4 smallCumulusClouds = cloudColor;
vec2 cloudLayer0_Distance = vec2(startDistance, 1.0);
#ifdef CloudLayer0
smallCumulusClouds = raymarchCloud(SMALLCUMULUS_LAYER, samples, rayPosition, rayDirection, dither.x, minHeight, maxHeight, unignedSunVec, sunScattering, sunMultiScattering, skyScattering, distanceFade, lViewPosM, sampledSkyCol, cloudLayer0_Distance);
smallCumulusClouds = raymarchCloud(SMALLCUMULUS_LAYER, samples, rayPosition, rayDirection, dither.x, minHeight, maxHeight, unignedSunVec, sunScattering, sunMultiScattering, skyScattering, lViewPosM, sampledSkyCol, cloudLayer0_Distance);
#endif
////------- RENDER LARGE CUMULUS CLOUDS
@ -546,7 +525,7 @@ vec4 GetVolumetricClouds(
rayPosition = getRayOrigin(rayDirection, cameraPosition, dither.y, minHeight, maxHeight);
vec2 cloudLayer1_Distance = vec2(startDistance, 1.0);
if(smallCumulusClouds.a > 1e-5) largeCumulusClouds = raymarchCloud(LARGECUMULUS_LAYER, samples, rayPosition, rayDirection, dither.x, minHeight, maxHeight, unignedSunVec, sunScattering, sunMultiScattering, skyScattering, distanceFade, lViewPosM, sampledSkyCol, cloudLayer1_Distance);
if(smallCumulusClouds.a > 1e-5) largeCumulusClouds = raymarchCloud(LARGECUMULUS_LAYER, samples, rayPosition, rayDirection, dither.x, minHeight, maxHeight, unignedSunVec, sunScattering, sunMultiScattering, skyScattering, lViewPosM, sampledSkyCol, cloudLayer1_Distance);
#endif
////------- RENDER ALTOSTRATUS CLOUDS
@ -562,7 +541,7 @@ vec4 GetVolumetricClouds(
rayPosition = getRayOrigin(rayDirection, cameraPosition, dither.y, minHeight, maxHeight);
vec2 cloudLayer2_Distance = vec2(startDistance, 1.0);
if(smallCumulusClouds.a > 1e-5 || largeCumulusClouds.a > 1e-5) altoStratusClouds = raymarchCloud(ALTOSTRATUS_LAYER, samples, rayPosition, rayDirection, dither.x, minHeight, maxHeight, unignedSunVec, sunScattering, sunMultiScattering, skyScattering, distanceFade, lViewPosM, sampledSkyCol, cloudLayer2_Distance);
if(smallCumulusClouds.a > 1e-5 || largeCumulusClouds.a > 1e-5) altoStratusClouds = raymarchCloud(ALTOSTRATUS_LAYER, samples, rayPosition, rayDirection, dither.x, minHeight, maxHeight, unignedSunVec, sunScattering, sunMultiScattering, skyScattering, lViewPosM, sampledSkyCol, cloudLayer2_Distance);
#endif
////------- BLEND LAYERS