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make mipmapping scale with TAAU. some tiny en_us.lang changes. make ORB_B exist again
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@ -280,7 +280,7 @@ float EndPortalEffect(
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}
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float bias(){
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return Texture_MipMap_Bias + (blueNoise()-0.5)*0.5;
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return (Texture_MipMap_Bias + (blueNoise()-0.5)*0.5) - (1.0-RENDER_SCALE.x) * 2.0;
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}
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vec4 texture2D_POMSwitch(
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sampler2D sampler,
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@ -44,7 +44,7 @@ screen.Direct_Light = Direct Light
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value.shadowDistance.480.0 = 30 Chunks
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value.shadowDistance.496.0 = 31 Chunks
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value.shadowDistance.512.0 = 32 Chunks
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option.shadowDistanceRenderMul = Optimized Shadow Bounds
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option.shadowDistanceRenderMul = Max Shadow Bounds
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value.shadowDistanceRenderMul.-1.0 = Un-Optimized
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value.shadowDistanceRenderMul.1.0 = Optimized
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screen.Filtering = Shadow Filtering Settings
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@ -308,8 +308,8 @@ screen.Shadows.comment = Configure the shadows from the sun to your liking.
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option.SCREENSPACE_CONTACT_SHADOWS.comment = Screen-space contact shadows. §bWhat is this?§r These are small shadows for things that are far away, and on small details nearby. §aPERFORMANCE COST:§r low to medium; it is more expensive at higher resolutions.
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option.RENDER_ENTITY_SHADOWS.comment = §bWhat is this?§r Shadows on all types of entities, like mobs, chests, banners, or signs. §aPERFORMANCE COST:§r low to high; it is very expensive when there are many entities nearby.
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option.shadowMapResolution.comment = The quality of shadows from the sun casted by things in the world. §aPERFORMANCE COST:§r medium to very high; Shadows must render the 3D world a second time from the perspective of the sun, this is why it cuts performance in half.
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option.shadowDistance.comment = The maximum distance the shadowmap can render. I recommend default shadow distance, because the contact shadows can handle far away shadows. §aPERFORMANCE COST:§r medium to very high; If the chunk render distance is high, the shadows will become more expensive.
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option.shadowDistanceRenderMul.comment = Render the shadows only in a sphere around you, limited to the shadow distance measured in blocks. un-optimized does not render the shadows in a sphere, and can cover alot more area with the same distance settings. the distance is not measured linearly in blocks when set to un-optimized. §aPERFORMANCE COST:§r low to medium. Optimized is faster, and unoptimized is slower.
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option.shadowDistance.comment = The maximum distance the shadowmap can render. The distance is not measured linearly in chunks when set to un-optimized. §aPERFORMANCE COST:§r medium to very high; If the chunk render distance is high, the shadows will become more expensive.
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option.shadowDistanceRenderMul.comment = Render the shadows only in a sphere around you, limited to a max distance in chunks. Un-optimized does not render the shadows in a sphere and is not locked to chunks; it can cover alot more area with the same distance settings. The distance is not measured in chunks when set to un-optimized. §aPERFORMANCE COST:§r low to medium. Optimized is faster, and unoptimized is slower.
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screen.Filtering.comment = Configure the filtering effects applied to the shadows.
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option.SHADOW_FILTER_SAMPLE_COUNT.comment = The quality of the basic shadow filter. This filter just softens the shadows. §aPERFORMANCE COST:§r low to medium; Increasing this should reduce some noise at the edge of shadows.
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option.Min_Shadow_Filter_Radius.comment = The maximum softness of the basic shadow filter.
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@ -79,6 +79,7 @@ float cloudVol(in vec3 pos,in vec3 samplePos,in float cov, in int LoD){
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float pw2 = log(fbmPower2);
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samplePos.xz -= cloud_movement/4;
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samplePos.xz += pow( max(pos.y - (CumulusHeight+20), 0.0) / 20.0,1.50);
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noise += 1.0-densityAtPos(samplePos * 200.) ;
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@ -197,7 +197,7 @@ PhysicsMod_support [LabPBR]
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screen.Misc_Settings = [the_orb] WhiteWorld ambientLight_only Glass_Tint display_LUT ambientSSS_view
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screen.the_orb.columns = 1
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screen.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_BB
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screen.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B
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screen.LabPBR.columns = 1
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screen.LabPBR = [Reflections] [Subsurface_Scattering] [Emissives] [POM] [Porosity]
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