mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 09:38:52 +08:00
Screenspace subsurface scattering, and various tweaks
good old SSSSS. tweaked bitmask handling for SSS, is packed in the same buffer as labSSS
This commit is contained in:
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@ -15,8 +15,8 @@
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block.10004 = minecraft:fern minecraft:packed_ice minecraft:blue_ice minecraft:melon_stem minecraft:pumpkin_stem minecraft:attached_melon_stem minecraft:attached_pumpkin_stem minecraft:lily_pad minecraft:azalea_leaves minecraft:flowering_azalea_leaves minecraft:azalea minecraft:flowering_azalea
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## weak
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block.10006 = red_mushroom_block brown_mushroom_block weeping_vines weeping_vines_plant twisting_vines twisting_vines_plant vine tube_coral tube_coral_block tube_coral_fan tube_coral_wall_fan horn_coral horn_coral_block horn_coral_fan horn_coral_wall_fan fire_coral fire_coral_block fire_coral_fan fire_coral_wall_fan dead_brain_coral dead_brain_coral_block dead_brain_coral_fan dead_brain_coral_wall_fan dead_bubble_coral dead_bubble_coral_block dead_bubble_coral_fan dead_bubble_coral_wall_fan dead_bush dead_fire_coral dead_fire_coral_block dead_fire_coral_fan dead_fire_coral_wall_fan dead_horn_coral dead_horn_coral_block dead_horn_coral_fan dead_horn_coral_wall_fan dead_tube_coral dead_tube_coral_block dead_tube_coral_fan dead_tube_coral_wall_fan bubble_coral bubble_coral_block bubble_coral_fan bubble_coral_wall_fan brain_coral brain_coral_block brain_coral_fan brain_coral_wall_fan bamboo bamboo_sapling minecraft:tall_seagrass minecraft:seagrass minecraft:kelp minecraft:large_fern minecraft:tall_grass minecraft:tall_seagrass minecraft:kelp_plant minecraft:peony minecraft:rose_bush minecraft:lilac minecraft:sunflower minecraft:spore_blossom minecraft:cave_vines minecraft:cave_vines_plant minecraft:glow_lichen minecraft:melon minecraft:pumpkin minecraft:big_dripleaf minecraft:big_dripleaf_stem minecraft:cactus minecraft:hay_block minecraft:brown_mushroom minecraft:mushroom_stem minecraft:sugar_cane minecraft:crimson_fungus minecraft:warped_fungus minecraft:sea_pickle minecraft:honeycomb_block
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block.100061 = minecraft:cobweb
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block.10006 = cobweb red_mushroom_block brown_mushroom_block weeping_vines weeping_vines_plant twisting_vines twisting_vines_plant vine tube_coral tube_coral_block tube_coral_fan tube_coral_wall_fan horn_coral horn_coral_block horn_coral_fan horn_coral_wall_fan fire_coral fire_coral_block fire_coral_fan fire_coral_wall_fan dead_brain_coral dead_brain_coral_block dead_brain_coral_fan dead_brain_coral_wall_fan dead_bubble_coral dead_bubble_coral_block dead_bubble_coral_fan dead_bubble_coral_wall_fan dead_bush dead_fire_coral dead_fire_coral_block dead_fire_coral_fan dead_fire_coral_wall_fan dead_horn_coral dead_horn_coral_block dead_horn_coral_fan dead_horn_coral_wall_fan dead_tube_coral dead_tube_coral_block dead_tube_coral_fan dead_tube_coral_wall_fan bubble_coral bubble_coral_block bubble_coral_fan bubble_coral_wall_fan brain_coral brain_coral_block brain_coral_fan brain_coral_wall_fan bamboo bamboo_sapling minecraft:tall_seagrass minecraft:seagrass minecraft:kelp minecraft:large_fern minecraft:tall_grass minecraft:tall_seagrass minecraft:kelp_plant minecraft:peony minecraft:rose_bush minecraft:lilac minecraft:sunflower minecraft:spore_blossom minecraft:cave_vines minecraft:cave_vines_plant minecraft:glow_lichen minecraft:melon minecraft:pumpkin minecraft:big_dripleaf minecraft:big_dripleaf_stem minecraft:cactus minecraft:hay_block minecraft:brown_mushroom minecraft:mushroom_stem minecraft:sugar_cane minecraft:crimson_fungus minecraft:warped_fungus minecraft:sea_pickle minecraft:honeycomb_block
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block.200 = minecraft:white_wool minecraft:orange_wool minecraft:magenta_wool minecraft:light_blue_wool minecraft:yellow_wool minecraft:lime_wool minecraft:pink_wool minecraft:gray_wool minecraft:light_gray_wool minecraft:cyan_wool minecraft:purple_wool minecraft:blue_wool minecraft:brown_wool minecraft:green_wool minecraft:red_wool minecraft:black_wool minecraft:orange_carpet minecraft:magenta_carpet minecraft:light_blue_carpet minecraft:yellow_carpet minecraft:lime_carpet minecraft:pink_carpet minecraft:gray_carpet minecraft:light_gray_carpet minecraft:cyan_carpet minecraft:purple_carpet minecraft:blue_carpet minecraft:brown_carpet minecraft:green_carpet minecraft:red_carpet minecraft:black_carpet
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@ -188,12 +188,12 @@ void main() {
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}
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#ifdef LabPBR_subsurface_scattering
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// #ifdef LabPBR_subsurface_scattering
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float SpecularTex = texture2D(colortex8,texcoord).z;
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float LabSSS = clamp((-65.0 + SpecularTex * 255.0) / 190.0 ,0.0,1.0);
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#else
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float LabSSS = 0.0;
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#endif
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// #else
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// float LabSSS = 0.0;
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// #endif
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#ifndef Variable_Penumbra_Shadows
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if (translucent && !hand) minshadowfilt += 25;
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@ -413,15 +413,17 @@ vec2 tapLocation_alternate(
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}
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void ssAO(inout vec3 lighting, vec3 fragpos,float mulfov, vec2 noise, vec3 normal, vec2 texcoord, vec3 ambientCoefs, vec2 lightmap){
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void ssAO(inout vec3 lighting, inout float sss, vec3 fragpos,float mulfov, vec2 noise, vec3 normal, vec2 texcoord, vec3 ambientCoefs, vec2 lightmap){
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ivec2 pos = ivec2(gl_FragCoord.xy);
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const float tan70 = tan(70.*3.14/180.);
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float dist = 1.0 + clamp(fragpos.z*fragpos.z/50.0,0,2); // shrink sample size as distance increases
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float dist2 = 1-clamp(linZ(fragpos.z)*50,0,1); // shrink sample size as distance increases
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float mulfov2 = gbufferProjection[1][1]/(tan70 * dist);
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float maxR2 = fragpos.z*fragpos.z*mulfov2*2.*5/50.0;
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float maxR2_2 = mix(500, fragpos.z*fragpos.z*mulfov2*2./50.0, dist2);
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float rd = mulfov2 * 0.1 ;
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@ -429,12 +431,13 @@ void ssAO(inout vec3 lighting, vec3 fragpos,float mulfov, vec2 noise, vec3 norma
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float n = 0.0;
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float occlusion = 0.0;
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sss = 0.0;
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vec2 acc = -(TAA_Offset*(texelSize/2))*RENDER_SCALE ;
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int seed = (frameCounter%40000)*2 + (1+frameCounter);
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float randomDir = fract(R2_samples(seed).y + noise.x ) * 1.61803398874 ;
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vec3 NormalSpecific = viewToWorld(normal);
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for (int j = 0; j < 7 ;j++) {
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vec2 sp = tapLocation_alternate(j, 0.0, 7, 20, randomDir);
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@ -458,10 +461,17 @@ void ssAO(inout vec3 lighting, vec3 fragpos,float mulfov, vec2 noise, vec3 norma
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if (dsquared < maxR2){
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float NdotV = clamp(dot(vec*inversesqrt(dsquared), normalize(normal)),0.,1.);
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occlusion += NdotV * clamp(1.0-dsquared/maxR2,0.0,1.0);
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// float NdotV2 = clamp(dot(vec*inversesqrt(dsquared), normalize(RPnormal)),0.,1.);
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// occlusion.y += NdotV2 * clamp(1.0-dsquared/maxR2,0.0,1.0);
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}
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if (dsquared > maxR2_2){
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float NdotV = 1.0 - clamp(dot(vec*dsquared, normalize(normal)),0.,1.);
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sss += NdotV + NdotV*clamp(1.0-maxR2_2/dsquared,0.0,1.0);
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// sss += (1.0 - NdotV) ;
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}
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n += 1;
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}
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}
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@ -470,8 +480,13 @@ void ssAO(inout vec3 lighting, vec3 fragpos,float mulfov, vec2 noise, vec3 norma
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occlusion *= mix(2.5, 2.0 , clamp(floor(abs(NormalSpecific.y)*2.0),0.0,1.0));
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occlusion = max(1.0 - occlusion/n, 0.0);
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sss *= mix(1.0, 1.5 , clamp(floor(abs(NormalSpecific.y)*2.0),0.0,1.0));
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sss = max(1.0 - sss/n, 0.0) ;
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lighting = lighting*max(occlusion,pow(lightmap.x,4));
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}
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vec3 DoContrast(vec3 Color, float strength){
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float Contrast = log(strength);
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@ -480,69 +495,6 @@ vec3 DoContrast(vec3 Color, float strength){
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}
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void ssDO(inout vec3 lighting, vec3 fragpos,float mulfov, vec2 noise, vec3 normal, vec3 RPnormal, vec2 texcoord, vec3 ambientCoefs, vec2 lightmap, float sunlight){
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const int Samples = 7;
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vec3 Radiance = vec3(0);
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float occlusion = 0.0;
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ivec2 pos = ivec2(gl_FragCoord.xy);
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const float tan70 = tan(70.*3.14/180.);
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// float dist = 1.0 + clamp(fragpos.z*fragpos.z/50.0,0,2); // shrink sample size as distance increases
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float mulfov2 = gbufferProjection[1][1]/(tan70 );
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float maxR2 = fragpos.z*fragpos.z*mulfov2*2.*5/50.0;
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float rd = mulfov2 * 0.1 ;
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vec2 acc = -(TAA_Offset*(texelSize/2))*RENDER_SCALE ;
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vec3 NormalSpecific = viewToWorld(normal);
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for (int j = 0; j < Samples ;j++) {
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vec2 sp = tapLocation_alternate(j, 0.0, 7, 20, blueNoise());
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float thing = sp.y < 0.0 && clamp(floor(abs(NormalSpecific.y)*2.0),0.0,1.0) < 1.0 ? rd * 10: rd;
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vec2 sampleOffset = sp*thing;
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vec2 sampleOffset2 = sp*rd ;
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sampleOffset = sampleOffset2;
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ivec2 offset = ivec2(gl_FragCoord.xy + sampleOffset*vec2(viewWidth,viewHeight*aspectRatio)*RENDER_SCALE);
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if (offset.x >= 0 && offset.y >= 0 && offset.x < viewWidth*RENDER_SCALE.x && offset.y < viewHeight*RENDER_SCALE.y ) {
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vec3 t0 = toScreenSpace(vec3(offset*texelSize+acc+0.5*texelSize,texelFetch2D(depthtex1,offset,0).x) * vec3(1.0/RENDER_SCALE, 1.0) );
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vec3 vec = t0.xyz - fragpos;
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float dsquared = dot(vec,vec);
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float NdotV2 = clamp(dot(vec*inversesqrt(dsquared), normalize(RPnormal)),0.,1.);
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if (dsquared < maxR2){
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// float NdotV = clamp(dot(vec*inversesqrt(dsquared), normalize(normal)),0.,1.);
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// occlusion += NdotV * clamp(1.0-dsquared/maxR2,0.0,1.0);
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vec3 previousPosition = mat3(gbufferModelViewInverse) * t0 + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
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previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
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previousPosition.xy = projMAD(gbufferPreviousProjection, previousPosition).xy / -previousPosition.z * 0.5 + 0.5;
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if (previousPosition.x > 0.0 && previousPosition.y > 0.0 && previousPosition.x < 1.0 && previousPosition.x < 1.0){
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Radiance += NdotV2*texture2D(colortex5,previousPosition.xy).rgb ;
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}
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}
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}
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}
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lighting = vec3(1) + Radiance/Samples;
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}
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vec3 RT(vec3 dir, vec3 position, float noise, float stepsizes){
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float dist = 1.0 + clamp(position.z*position.z/50.0,0,2); // shrink sample size as distance increases
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@ -676,30 +628,24 @@ void rtGI(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, float lightm
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void SubsurfaceScattering(inout float SSS, float Scattering, float Density, float LabDenisty){
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#ifdef LabPBR_subsurface_scattering
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// #ifdef LabPBR_subsurface_scattering
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float labcurve = pow(LabDenisty,LabSSS_Curve);
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// beers law
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SSS = clamp(exp( Scattering * -(10 - LabDenisty*7)), 0.0, labcurve);
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if (abs(Scattering-0.1) < 0.0004 ) SSS = labcurve;
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#else
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// beers law
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SSS = clamp(exp(Scattering * -Density), 0.0, 1.0);
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if (abs(Scattering-0.1) < 0.0004 ) SSS = 1.0;
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#endif
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// #else
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// // beers law
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// SSS = clamp(exp(Scattering * -Density), 0.0, 1.0);
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// if (abs(Scattering-0.1) < 0.0004 ) SSS = 1.0;
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// #endif
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}
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vec3 SubsurfaceScattering_2(vec3 albedo, float Scattering, float Density, float LabDenisty, float lightPos, bool yeSSS){
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if(!yeSSS) return vec3(0.0);
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// if(!yeSSS) return vec3(0.0);
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float density = Density;
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#ifdef LabPBR_subsurface_scattering
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float labcurve = pow(LabDenisty,LabSSS_Curve);
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density = sqrt(30 - labcurve*15);
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#endif
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float labcurve = pow(LabDenisty,LabSSS_Curve);
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float density = sqrt(30 - labcurve*15);
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// #endif
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vec3 absorbed = max(1.0 - albedo,0.0) * density;
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// absorbed = vec3(1.);
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@ -708,15 +654,42 @@ vec3 SubsurfaceScattering_2(vec3 albedo, float Scattering, float Density, float
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// float gloop = (1.0-exp(sqrt(Scattering) * -density));
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// vec3 scatter = mix(vec3(1.0), max(albedo - gloop * (1-labcurve),0.0), gloop) * exp(Scattering * -density);
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#ifdef LabPBR_subsurface_scattering
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// #ifdef LabPBR_subsurface_scattering
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scatter *= labcurve;
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#endif
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// #endif
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scatter *= 0.5 + CustomPhase(lightPos, 1.0,30.0)*20;
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return scatter;
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}
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vec3 SubsurfaceScattering_3(vec3 albedo, float Scattering, float Density, float lightPos){
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float labcurve = pow(Density,LabSSS_Curve);
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float density = sqrt(30 - labcurve*15);
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vec3 absorbed = max(1.0 - albedo,0.0) * density;
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vec3 scatter = exp(-sqrt(Scattering * absorbed)) * exp(Scattering * -density);
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scatter *= labcurve;
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scatter *= 0.5 + CustomPhase(lightPos, 1.0,30.0)*20;
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return scatter;
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}
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vec3 SubsurfaceScattering_sky(vec3 albedo, float Scattering, float Density){
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vec3 absorbed = max(luma(albedo) - albedo,0.0);
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// vec3 scatter = exp(-absorbed) * exp(pow(max(Scattering-0.5,0.0),0.5) * -10);
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vec3 scatter = exp(-sqrt(max(Scattering+0.1,0.0) * absorbed * 20)) * exp(Scattering* -5);
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// vec3 scatter = exp(pow(max(Scattering-0.5,0.0),0.5) * -5) * vec3(1);
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scatter *= pow(Density,LabSSS_Curve);
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return scatter;
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}
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float densityAtPosSNOW(in vec3 pos){
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pos /= 18.;
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pos.xz *= 0.5;
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@ -828,6 +801,7 @@ void main() {
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////// --------------- UNPACK MISC --------------- //////
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vec4 SpecularTex = texture2D(colortex8,texcoord);
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float LabSSS = clamp((-65.0 + SpecularTex.z * 255.0) / 190.0 ,0.0,1.0);
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vec4 normalAndAO = texture2D(colortex15,texcoord);
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vec3 FlatNormals = normalAndAO.rgb * 2.0 - 1.0;
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@ -854,6 +828,8 @@ void main() {
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bool hand = abs(dataUnpacked1.w-0.75) < 0.01;
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bool blocklights = abs(dataUnpacked1.w-0.8) <0.01;
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// vec3 AO = vec3(1.0);
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float SkySSS = 0.0;
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vec3 filtered = vec3(1.412,1.0,0.0);
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if (!hand) filtered = texture2D(colortex3,texcoord).rgb;
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vec3 ambientCoefs = normal/dot(abs(normal),vec3(1.));
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@ -900,10 +876,11 @@ void main() {
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float Shadows = clamp(1.0 - filtered.b,0.0,1.0);
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if (abs(filtered.y-0.1) < 0.0004 && !iswater) Shadows = clamp((lightmap.y-0.85)*25,0,1);
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vec3 SSS;
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float SHADOWBLOCKERDEPTBH = filtered.y;
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if (abs(filtered.y-0.1) < 0.0004 && !iswater) SHADOWBLOCKERDEPTBH = 1.0-clamp((lightmap.y-0.85)*25,0,1);
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vec3 SSS = vec3(0.0);
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float SSS_strength;
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float LabSSS = clamp((-65.0 + SpecularTex.z * 255.0) / 190.0 ,0.0,1.0);
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if (NdotL > 0.001) {
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@ -943,19 +920,9 @@ void main() {
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#ifdef Sub_surface_scattering
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#ifdef Variable_Penumbra_Shadows
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SSS_strength = 1000;
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if (translucent) SSS_strength = 2; // low Density
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else if (translucent2) SSS_strength = 5; /// medium Density
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else if (translucent3) SSS_strength = 10; // misc Desnity
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else if (translucent4) SSS_strength = 10; // mob Debsity
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bool hasSSS = SSS_strength < 1000 || LabSSS > 0.0;
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// if(hasSSS) SubsurfaceScattering(SSS, filtered.y, SSS_strength, LabSSS) ;
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SSS = SubsurfaceScattering_2(albedo, filtered.y, SSS_strength, LabSSS, clamp(dot(np3, WsunVec),0.0,1.0), hasSSS) ;
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SSS = SubsurfaceScattering_3(albedo, SHADOWBLOCKERDEPTBH, LabSSS, clamp(dot(np3, WsunVec),0.0,1.0)) ;
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// if (isEyeInWater == 0) SSS *= lightleakfix; // light leak fix
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#endif
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@ -963,25 +930,21 @@ void main() {
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if (!hand){
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if (abs(filtered.y-0.1) < 0.0004 && ( !translucent || !translucent2 || !translucent3 || !translucent4 ) ) SSS = vec3(0.0);
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if (abs(filtered.y-0.1) < 0.0004 && LabSSS < 0.0 ) SSS = vec3(0.0);
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#ifndef SCREENSPACE_CONTACT_SHADOWS
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#ifdef SCREENSPACE_CONTACT_SHADOWS
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if (abs(filtered.y-0.1) < 0.0004 && ( translucent || translucent2 || translucent4 ) ) SSS = clamp((lightmap.y-0.87)*25,0,1) * clamp(pow(1+dot(WsunVec,normal),25),0,1) * vec3(1);
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#else
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vec3 vec = lightCol.a*sunVec;
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float screenShadow = rayTraceShadow(vec, fragpos_rtshadow, interleaved_gradientNoise());
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screenShadow *= screenShadow ;
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#ifdef Variable_Penumbra_Shadows
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Shadows = min(screenShadow, Shadows);
|
||||
if (abs(filtered.y-0.1) < 0.0004 && ( translucent || translucent2 ) ) SSS = vec3(Shadows);
|
||||
// #else
|
||||
|
||||
#endif
|
||||
vec3 vec = lightCol.a*sunVec;
|
||||
float screenShadow = rayTraceShadow(vec, fragpos_rtshadow, interleaved_gradientNoise());
|
||||
screenShadow *= screenShadow ;
|
||||
|
||||
#ifdef Variable_Penumbra_Shadows
|
||||
Shadows = min(screenShadow, Shadows);
|
||||
if (abs(filtered.y-0.1) < 0.0004 ) SSS *= vec3(Shadows);
|
||||
#endif
|
||||
|
||||
// #else
|
||||
// if (abs(filtered.y-0.1) < 0.0004 && LabSSS > 0.0 ) SSS = clamp((lightmap.y-0.87)*25,0,1) * clamp(pow(1+dot(WsunVec,normal),25),0,1) * vec3(1);
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -989,7 +952,7 @@ void main() {
|
||||
SSS *= 1.0-NdotL*Shadows;
|
||||
#endif
|
||||
#else
|
||||
SSS = 0.0;
|
||||
SSS = vec3(0.0);
|
||||
#endif
|
||||
|
||||
#ifdef VOLUMETRIC_CLOUDS
|
||||
@ -1005,7 +968,8 @@ void main() {
|
||||
vec3 Indirect_lighting = vec3(1.0);
|
||||
|
||||
// float skylight = clamp(abs(normal.y+1),0.0,1.0);
|
||||
float skylight = clamp(abs(ambientCoefs.y+1.0),0.35,2.0);
|
||||
float skylight = clamp(pow(abs(ambientCoefs.y+1.0),1),0.35,2.0);
|
||||
// float skylight = clamp(abs(ambientCoefs.y+0.5),0.35,2.0);
|
||||
|
||||
|
||||
#if indirect_effect == 2 || indirect_effect == 3 || indirect_effect == 4
|
||||
@ -1015,31 +979,11 @@ void main() {
|
||||
// do this to make underwater shading easier.
|
||||
vec2 newLightmap = lightmap.xy;
|
||||
if((isEyeInWater == 0 && iswater) || (isEyeInWater == 1 && !iswater)) newLightmap.y = min(newLightmap.y+0.1,1.0);
|
||||
|
||||
|
||||
// vec3 LavaGlow = vec3(TORCH_R,TORCH_G,TORCH_B);
|
||||
// float thething = pow(clamp(2.0 + dot(viewToWorld(FlatNormals),np3),0.0,2.0),3.0);
|
||||
// // LavaGlow *= thething*0.25+0.75;
|
||||
// LavaGlow *= mix((2.0-thething)*0.5+0.5, thething*0.25+0.75, sqrt(lightmap.x));
|
||||
|
||||
// #ifdef altostratus
|
||||
// AmbientLightColor += (lightCol.rgb/5) * clamp(Alto_coverage * (1-Alto_density),0,1) * clamp(abs(ambientCoefs.y+1.0),0.0,1.0);
|
||||
// #endif
|
||||
|
||||
// float SkylightShadow = 1;
|
||||
// #ifdef VOLUMETRIC_CLOUDS
|
||||
// #ifdef CLOUDS_SHADOWS
|
||||
// SkylightShadow = GetAltoOcclusion(p3);
|
||||
// #endif
|
||||
// #endif
|
||||
|
||||
// AmbientLightColor *= SkylightShadow;
|
||||
|
||||
Indirect_lighting = DoAmbientLighting(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), newLightmap.xy, skylight);
|
||||
|
||||
|
||||
|
||||
|
||||
#ifndef ambientSSS_view
|
||||
Indirect_lighting = DoAmbientLighting(AmbientLightColor, vec3(TORCH_R,TORCH_G,TORCH_B), newLightmap.xy, skylight);
|
||||
#endif
|
||||
|
||||
vec3 AO = vec3(1.0);
|
||||
vec3 debug = vec3(0.0);
|
||||
@ -1055,7 +999,8 @@ void main() {
|
||||
// AO *= mix(1.0 - exp2(-5 * pow(1-vanilla_AO,3)),1.0, pow(newLightmap.x,4));
|
||||
|
||||
AO = vec3( exp( (vanilla_AO*vanilla_AO) * -3) ) ;
|
||||
if (!hand) ssAO(AO, fragpos, 1.0, blueNoise(gl_FragCoord.xy).rg, FlatNormals , texcoord, ambientCoefs, newLightmap.xy);
|
||||
if (!hand) ssAO(AO, SkySSS, fragpos, 1.0, blueNoise(gl_FragCoord.xy).rg, FlatNormals , texcoord, ambientCoefs, newLightmap.xy);
|
||||
|
||||
#endif
|
||||
|
||||
// GTAO
|
||||
@ -1079,7 +1024,13 @@ void main() {
|
||||
AO = mix(AO,vec3(1.0), min(NdotL*Shadows,1.0));
|
||||
#endif
|
||||
|
||||
|
||||
Indirect_lighting *= AO;
|
||||
Indirect_lighting += SubsurfaceScattering_sky(albedo, SkySSS, LabSSS) * ((AmbientLightColor* 2.0 * ambient_brightness)* 8./150.) * pow(newLightmap.y,3) * pow(1.0-clamp(abs(ambientCoefs.y+0.5),0.0,1.0),0.1) ;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
////// ----- Under Water Shading ----- //////
|
||||
|
||||
@ -1149,8 +1100,9 @@ void main() {
|
||||
#ifdef Variable_Penumbra_Shadows
|
||||
FINAL_COLOR += SSS*DirectLightColor * lightleakfix;
|
||||
#endif
|
||||
|
||||
FINAL_COLOR *= albedo;
|
||||
#ifndef ambientSSS_view
|
||||
FINAL_COLOR *= albedo;
|
||||
#endif
|
||||
|
||||
#ifdef Specular_Reflections
|
||||
MaterialReflections(FINAL_COLOR, SpecularTex.r, SpecularTex.ggg, albedo, WsunVec, (Shadows*NdotL)*DirectLightColor, lightmap.y, slopednormal, np3, fragpos, vec3(blueNoise(gl_FragCoord.xy).rg, interleaved_gradientNoise()), hand, entities);
|
||||
@ -1185,9 +1137,8 @@ void main() {
|
||||
|
||||
// phasefunc = phaseg(clamp(dot(np3, WsunVec),0.0,1.0), 0.5)*10;
|
||||
|
||||
// gl_FragData[0].rgb = vec3(1.0);
|
||||
// if(z < 1) gl_FragData[0].rgb = Custom_GGX(normal, -np3, WsunVec, SpecularTex.r, SpecularTex.g) * vec3(1.0);
|
||||
|
||||
// gl_FragData[0].rgb = SubsurfaceScattering_sky(albedo, SkySSS, LabSSS);
|
||||
|
||||
/* DRAWBUFFERS:3 */
|
||||
}
|
@ -7,7 +7,6 @@ flat varying vec3 zMults;
|
||||
flat varying vec2 TAA_Offset;
|
||||
|
||||
|
||||
|
||||
uniform sampler2D noisetex;
|
||||
uniform sampler2D depthtex0;
|
||||
uniform sampler2D depthtex1;
|
||||
@ -305,7 +304,6 @@ void main() {
|
||||
|
||||
gl_FragData[1].rgb = clamp(color.rgb,0.0,68000.0);
|
||||
|
||||
// gl_FragData[1].rgb = vec3(albedo.a);
|
||||
// gl_FragData[1].rgb = vec3(tangentNormals,0.0);
|
||||
|
||||
}
|
@ -3,12 +3,12 @@
|
||||
|
||||
### all the different strengths of subsurface scattering and what entities to put them on.
|
||||
#medium sss (same as strong sss for blocks)
|
||||
entity.1100 = slime giant ender_dragon ghast
|
||||
entity.1100 = slime giant ender_dragon ghast sheep
|
||||
|
||||
#weak sss (same as weak sss for blocks)
|
||||
entity.1200 = player frog sheep chicken snow_golem polar_bear zombie_horse armor_stand arrow squid bat cat cod cow donkey fox horse mooshroom mule ocelot parrot pig piglin polar_bear pufferfish rabbit salmon strider tropical_fish turtle villager wandering_trader bee cave_spider dolphin enderman llama panda spider wolf zombified_piglin blaze creeper drowned elder_gaurdian endermite evoker guardian hoglin husk magma_cube phantom piglin_brute pillager ravager silverfish stray vex vindicator witch zoglin zombie zombie_villager wither trader_llama
|
||||
entity.1200 = player frog chicken snow_golem polar_bear zombie_horse armor_stand arrow squid bat cat cod cow donkey fox horse mooshroom mule ocelot parrot pig piglin polar_bear pufferfish rabbit salmon strider tropical_fish turtle villager wandering_trader bee cave_spider dolphin enderman llama panda spider wolf zombified_piglin blaze creeper drowned elder_gaurdian endermite evoker guardian hoglin husk magma_cube phantom piglin_brute pillager ravager silverfish stray vex vindicator witch zoglin zombie zombie_villager wither trader_llama
|
||||
|
||||
entity.12345=minecraft:lightning_bolt
|
||||
entity.12345 = minecraft:lightning_bolt
|
||||
|
||||
|
||||
# entity.9001 = minecraft:boat
|
||||
|
@ -4,6 +4,7 @@
|
||||
#include "/lib/settings.glsl"
|
||||
|
||||
flat varying int NameTags;
|
||||
flat varying float SSSAMOUNT;
|
||||
|
||||
#ifndef USE_LUMINANCE_AS_HEIGHTMAP
|
||||
#ifndef MC_NORMAL_MAP
|
||||
@ -46,13 +47,16 @@ varying vec4 normalMat;
|
||||
|
||||
|
||||
#ifdef MC_NORMAL_MAP
|
||||
uniform sampler2D normals;
|
||||
varying vec4 tangent;
|
||||
varying vec3 FlatNormals;
|
||||
uniform sampler2D normals;
|
||||
varying vec4 tangent;
|
||||
varying vec3 FlatNormals;
|
||||
#endif
|
||||
|
||||
// #ifdef SPECULARTEX
|
||||
|
||||
uniform sampler2D specular;
|
||||
|
||||
|
||||
// #endif
|
||||
#ifdef POM
|
||||
vec2 dcdx = dFdx(vtexcoord.st*vtexcoordam.pq)*exp2(Texture_MipMap_Bias);
|
||||
@ -444,8 +448,7 @@ void main() {
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
////////////////////////////////
|
||||
//////////////////////////////// SPECULAR
|
||||
////////////////////////////////
|
||||
@ -460,20 +463,32 @@ void main() {
|
||||
if(NameTags == 1) SpecularTex = vec4(0.0);
|
||||
#endif
|
||||
|
||||
// #ifdef ENTITY_PHYSICSMOD_SNOW
|
||||
// SpecularTex.rg = vec2(0.0);
|
||||
// #endif
|
||||
|
||||
gl_FragData[2] = SpecularTex;
|
||||
gl_FragData[2].rg = SpecularTex.rg;
|
||||
|
||||
#if SSS_TYPE == 0
|
||||
gl_FragData[2].b = 0.0;
|
||||
#endif
|
||||
|
||||
#if SSS_TYPE == 1
|
||||
gl_FragData[2].b = SSSAMOUNT;
|
||||
#endif
|
||||
|
||||
#if SSS_TYPE == 2
|
||||
gl_FragData[2].b = SpecularTex.b;
|
||||
if(SpecularTex.b < 65.0/255.0) gl_FragData[2].b = SSSAMOUNT;
|
||||
#endif
|
||||
|
||||
#if SSS_TYPE == 3
|
||||
gl_FragData[2].b = SpecularTex.b;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
if(EMISSIVE > 0) gl_FragData[2].a = 0.9;
|
||||
if(LIGHTNING > 0.0) gl_FragData[2].a = 0.9;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
////////////////////////////////
|
||||
//////////////////////////////// ALBEDO
|
||||
|
@ -46,11 +46,15 @@ float pi2wt = PI48*frameTimeCounter;
|
||||
attribute vec4 mc_Entity;
|
||||
uniform int blockEntityId;
|
||||
uniform int entityId;
|
||||
|
||||
flat varying int EMISSIVE;
|
||||
|
||||
flat varying float blockID;
|
||||
flat varying int LIGHTNING;
|
||||
|
||||
|
||||
flat varying float SSSAMOUNT;
|
||||
|
||||
flat varying int NameTags;
|
||||
|
||||
in vec3 at_velocity;
|
||||
@ -143,6 +147,8 @@ void main() {
|
||||
|
||||
gl_Position = ftransform();
|
||||
|
||||
SSSAMOUNT = 0.0;
|
||||
|
||||
EMISSIVE = 0;
|
||||
|
||||
#ifdef ENTITIES
|
||||
@ -194,39 +200,45 @@ void main() {
|
||||
|
||||
#ifdef ENTITIES
|
||||
|
||||
#ifdef mob_SSS
|
||||
#ifdef Variable_Penumbra_Shadows
|
||||
normalMat.a = entityId == 1100 ? 0.65 : normalMat.a;
|
||||
normalMat.a = entityId == 1200 ? 0.65 : normalMat.a;
|
||||
#endif
|
||||
#endif
|
||||
// normalMat.a = 0.45;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
NameTags = 0;
|
||||
// try and single out nametag text and then discard nametag background
|
||||
if( dot(gl_Color.rgb, vec3(0.35)) < 1.0) NameTags = 1;
|
||||
|
||||
// if(gl_Color.a >= 0.24 && gl_Color.a <= 0.25 ) gl_Position = vec4(10,10,10,1);
|
||||
|
||||
if(gl_Color.a >= 0.24 && gl_Color.a <= 0.25 ) gl_Position = vec4(10,10,10,1);
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef WORLD
|
||||
|
||||
normalMat = vec4(normalize(gl_NormalMatrix *gl_Normal),mc_Entity.x == 10004 || mc_Entity.x == 10003 ? 0.5 : mc_Entity.x == 10001 ? 0.6 : 1.0);
|
||||
/////// ----- SSS ----- ///////
|
||||
// strong
|
||||
if(mc_Entity.x == 10001 || mc_Entity.x == 10003 || mc_Entity.x == 10004) SSSAMOUNT = 1.0;
|
||||
|
||||
// medium
|
||||
if(mc_Entity.x == 10006 || mc_Entity.x == 200) SSSAMOUNT = 1.0;
|
||||
|
||||
// low
|
||||
if(mc_Entity.x == 10007 || mc_Entity.x == 10008) SSSAMOUNT = 1.0;
|
||||
|
||||
#ifdef ENTITIES
|
||||
/////// ----- SSS ----- ///////
|
||||
// strong
|
||||
if(entityId == 1100) SSSAMOUNT = 1.0;
|
||||
|
||||
normalMat.a = mc_Entity.x == 10006 || mc_Entity.x == 200 || mc_Entity.x == 100061 ? 0.6 : normalMat.a; // 0.6 weak SSS
|
||||
normalMat.a = blockEntityId == 10010 ? 0.65 : normalMat.a; // banners
|
||||
// medium
|
||||
|
||||
#ifdef misc_block_SSS
|
||||
normalMat.a = (mc_Entity.x == 10007 || mc_Entity.x == 10008) ? 0.55 : normalMat.a; // 0.55 abnormal block strong sss
|
||||
// low
|
||||
if(entityId == 1200) SSSAMOUNT = 0.3;
|
||||
#endif
|
||||
|
||||
// normalMat.a = mc_Entity.x == 10005 ? 0.8 : normalMat.a;
|
||||
#ifdef BLOCKENTITIES
|
||||
// strong
|
||||
|
||||
// medium
|
||||
if(blockEntityId == 10010) SSSAMOUNT = 0.4;
|
||||
|
||||
// low
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef WAVY_PLANTS
|
||||
@ -245,16 +257,8 @@ void main() {
|
||||
}
|
||||
#endif
|
||||
|
||||
if (mc_Entity.x == 100 ){
|
||||
color.rgb = normalize(color.rgb)*sqrt(3.0);
|
||||
normalMat.a = 0.9;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
gl_Position = toClipSpace3(position);
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
@ -2,4 +2,5 @@
|
||||
|
||||
#define WORLD
|
||||
#define ENTITIES
|
||||
|
||||
#include "gbuffers_all_solid.fsh"
|
@ -1,6 +1,6 @@
|
||||
#version 120
|
||||
|
||||
|
||||
#define WORLD
|
||||
#define ENTITIES
|
||||
|
||||
#include "gbuffers_all_solid.vsh"
|
@ -2,4 +2,8 @@
|
||||
|
||||
#define WORLD
|
||||
#define HAND
|
||||
|
||||
// #define GETNORMAL
|
||||
// #define GETSPECULAR
|
||||
|
||||
#include "gbuffers_all_solid.fsh"
|
@ -5,6 +5,15 @@ value.indirect_effect.2 = GTAO
|
||||
value.indirect_effect.3 = RTAO
|
||||
value.indirect_effect.4 = SSGI
|
||||
|
||||
option.SSS_TYPE = SSS Mode
|
||||
value.SSS_TYPE.0 = RTX
|
||||
value.SSS_TYPE.1 = Hardcoded only
|
||||
value.SSS_TYPE.2 = Hardcoded + LabSSS
|
||||
value.SSS_TYPE.3 = LabSSS only
|
||||
option.SSS_TYPE.comment = Hardcoded means that the shader defines what gets SSS or not. LabSSS means that the resourcepack defines what gets SSS or not. RTX is no SSS at all lmao. i had to steal this formatting, RRe36
|
||||
|
||||
|
||||
|
||||
option.ambient_colortype = Coloring Type
|
||||
value.ambient_colortype.0 = Temperature
|
||||
value.ambient_colortype.1 = RGB
|
||||
|
@ -105,11 +105,9 @@ float day7 = clamp(clamp(Day-7, 0.0,1.0)*clamp(9-Day, 0.0,1.0),0.0,1.0);
|
||||
){
|
||||
|
||||
#ifdef Daily_Weather
|
||||
// Coverage += day0 * 0.3 + day1 * 0.8 + day2 * 0.2 + day3 * 0.0 + day4 * 0.8 + day5 * 0.5 + day6 * -0.5 + day7 * 0.6;
|
||||
Coverage += Cumulus_Cov;
|
||||
Coverage += mix(Cumulus_Cov, Rain_coverage, rainStrength);
|
||||
#else
|
||||
Coverage += mix(Cumulus_coverage, Rain_coverage, rainStrength);
|
||||
// Coverage = mix(Coverage, Rain_coverage, rainStrength);
|
||||
#endif
|
||||
|
||||
return Coverage;
|
||||
|
@ -43,7 +43,7 @@
|
||||
#define TORCH_G 0.75 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
|
||||
#define TORCH_B 0.5 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
|
||||
#define AO_in_sunlight // control if ambient occlusion appears in sunlit areas.
|
||||
|
||||
// #define ambientSSS_view
|
||||
// --- DOF ---
|
||||
|
||||
#define DOF_QUALITY -1 // [-1 0 1 2 3 4]
|
||||
@ -122,7 +122,10 @@
|
||||
// --- LABPBR ---
|
||||
//#define SPECULARTEX
|
||||
#define Sub_surface_scattering // (place the flashlight on your hand example here)
|
||||
// #define LabPBR_subsurface_scattering
|
||||
#define LabPBR_subsurface_scattering
|
||||
|
||||
#define SSS_TYPE 1 // [0 1 2 3]
|
||||
|
||||
#define LabSSS_Curve 1.0 // i just really like how it looks at 2.0, so i made it an option. [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]
|
||||
#define Strong_SSS_strength 45 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2 3 4 5 6 7 8 9 10 15 20 30 35 40 45 50]
|
||||
#define Medium_SSS_strength 30 // [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2 3 4 5 6 7 8 9 10 15 20 30 35 40 45 50]
|
||||
@ -207,7 +210,7 @@
|
||||
#define Spring_Leaf_B 0.8 // the color of the plants during this season [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
|
||||
|
||||
#define Biome_specific_environment // makes the fog density and color look unique in certain biomes. (swamps, jungles, lush caves, giant pines, dark forests)
|
||||
const float ambientOcclusionLevel = 1.0; //[0.0 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0 ]
|
||||
const float ambientOcclusionLevel = 1.0; // this controls vanilla minecrafts ambient occlusion. [0.0 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0 ]
|
||||
const float sunPathRotation = -35; //[-90 -89 -88 -87 -86 -85 -84 -83 -82 -81 -80 -79 -78 -77 -76 -75 -74 -73 -72 -71 -70 -69 -68 -67 -66 -65 -64 -63 -62 -61 -60 -59 -58 -57 -56 -55 -54 -53 -52 -51 -50 -49 -48 -47 -46 -45 -44 -43 -42 -41 -40 -39 -38 -37 -36 -35 -34 -33 -32 -31 -30 -29 -28 -27 -26 -25 -24 -23 -22 -21 -20 -19 -18 -17 -16 -15 -14 -13 -12 -11 -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 ]
|
||||
#define Puddle_Size 1.0 // [0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5]
|
||||
|
||||
@ -216,7 +219,7 @@ const float sunPathRotation = -35; //[-90 -89 -88 -87 -86 -85 -84 -83 -82 -81 -8
|
||||
//#define SHADOW_FRUSTRUM_CULLING // BROKEN IN 1.17+. If enabled, removes most of the blocks during shadow rendering that would not cast shadows on the player field of view. Improves performance but can be sometimes incorrect and causes flickering shadows on distant occluders
|
||||
const int shadowMapResolution = 2048; //Will probably crash at 16 384 [512 768 1024 1536 2048 3172 4096 8192 16384]
|
||||
const float shadowDistance = 69.; // [32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48. 49. 50. 51. 52. 53. 54. 55. 56. 57. 58. 59. 60. 61. 62. 63. 64. 65. 66. 67. 68. 69. 70. 71. 72. 73. 74. 75. 76. 77. 78. 79. 80. 81. 82. 83. 84. 85. 86. 87. 88. 89. 90. 91. 92. 93. 94. 95. 96. 97. 98. 99. 100. 101. 102. 103. 104. 105. 106. 107. 108. 109. 110. 111. 112. 113. 114. 115. 116. 117. 118. 119. 120. 121. 122. 123. 124. 125. 126. 127. 128. 129. 130. 131. 132. 133. 134. 135. 136. 137. 138. 139. 140. 141. 142. 143. 144. 145. 146. 147. 148. 149. 150. 151. 152. 153. 154. 155. 156. 157. 158. 159. 160. 161. 162. 163. 164. 165. 166. 167. 168. 169. 170. 171. 172. 173. 174. 175. 176. 177. 178. 179. 180. 181. 182. 183. 184. 185. 186. 187. 188. 189. 190. 191. 192. 193. 194. 195. 196. 197. 198. 199. 200. 201. 202. 203. 204. 205. 206. 207. 208. 209. 210. 211. 212. 213. 214. 215. 216. 217. 218. 219. 220. 221. 222. 223. 224. 225. 226. 227. 228. 229. 230. 231. 232. 233. 234. 235. 236. 237. 238. 239. 240. 241. 242. 243. 244. 245. 246. 247. 248. 249. 250. 251. 252. 253. 254. 255. 256.] Not linear at all when shadowDistanceRenderMul is set to -1.0, 175.0 is enough for 40 render distance
|
||||
const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] Can help to increase shadow draw distance when set to -1.0, at the cost of performance
|
||||
const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] THIS WILL BREAK SUBSURFACE SCATTERING WHEN SET TO 1.0. Can help to increase shadow draw distance when set to -1.0, at the cost of a little bit of performance
|
||||
#define Variable_Penumbra_Shadows //Makes the shadows more blurry the more distant they are to objects (costs fps)
|
||||
#define VPS_Search_Samples 4 //The number of samples used to find occluders [4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32]
|
||||
#define Min_Shadow_Filter_Radius 5.0 //If Variable_Penumbra_Shadows are not used, will be used as shadow filter size. [0.0 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 28.0 29.0 30.0 31.0 32.0 33.0 34.0 35.0 36.0 37.0 38.0 39.0 40.0 41.0 42.0 43.0 44.0 45.0 46.0 47.0 48.0 49.0 50.0 51.0 52.0 53.0 54.0 55.0 56.0 57.0 58.0 59.0 60.0 61.0 62.0 63.0 64.0 65.0 66.0 67.0 68.0 69.0 70.0 71.0 72.0 73.0 74.0 75.0 76.0 77.0 78.0 79.0 80.0 81.0 82.0 83.0 84.0 85.0 86.0 87.0 88.0 89.0 90.0 91.0 92.0 93.0 94.0 95.0 96.0 97.0 98.0 99.0 100.0 101.0 102.0 103.0 104.0 105.0 106.0 107.0 108.0 109.0 110.0 111.0 112.0 113.0 114.0 115.0 116.0 117.0 118.0 119.0 ]
|
||||
@ -270,9 +273,12 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] Can help to increase sh
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#define Cloud_Speed 1.0 // how fast they be moving [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
|
||||
|
||||
#define Cumulus // a layer of puffy clouds up yonder.
|
||||
#define Cumulus_coverage 0.4 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
|
||||
#define Cumulus_density 0.5 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.00]
|
||||
#define Cumulus_height 250 // the y coordinate at which they start. [-100 -90 -80 -70 -60 -50 -40 -30 -20 -10 0 10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400 410 420 430 440 450 460 470 480 490 500 510 520 530 540 550 560 570 580 590 600 700 800 900 1000]
|
||||
|
||||
#define Altostratus // a layer of clouds WAAAY up yonder
|
||||
#define Alto_coverage 0.5 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
|
||||
@ -310,7 +316,6 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] Can help to increase sh
|
||||
#define Dynamic_sky_day -1 // -1 MEANS THIS IS OFF. select which day of the 8 to the clouds should take shape in [0 1 2 3 4 5 6 7 ]
|
||||
#define Dynamic_Sky // day 1: partly cloudy. day 2: really cloudy, misty. day 3: mostly clear. day 4: cloudy. day 5: cloudy again. day 6: scattered clouds. day 7: partly cloudy. day 8: clear
|
||||
|
||||
#define cloud_speed 1 // how [ 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 2.0 3.0 5.0 10.0 25.0 50.0 100.0 200.0]
|
||||
#define VL_SAMPLES2 6 //[4 6 8 10 12 14 16 20 24 30 40 50]
|
||||
|
||||
// -- COLOR ---
|
||||
|
@ -21,13 +21,13 @@ uniform sampler2D colortex4;//Skybox
|
||||
#define WEATHERCLOUDS
|
||||
#include "/lib/climate_settings.glsl"
|
||||
|
||||
float CumulusHeight = 250;
|
||||
float CumulusHeight = Cumulus_height;
|
||||
float MaxCumulusHeight = CumulusHeight + 100;
|
||||
|
||||
float AltostratusHeight = 2000;
|
||||
|
||||
float rainCloudwetness = rainStrength;
|
||||
float cloud_movement = frameTimeCounter * 0;
|
||||
float cloud_movement = frameTimeCounter * Cloud_Speed;
|
||||
|
||||
//3D noise from 2d texture
|
||||
float densityAtPos(in vec3 pos){
|
||||
@ -49,15 +49,14 @@ float cloudCov(in vec3 pos,vec3 samplePos){
|
||||
float CloudLarge = texture2D(noisetex, (samplePos.xz + cloud_movement) / 5000 ).b;
|
||||
float CloudSmall = texture2D(noisetex, (samplePos.xz - cloud_movement) / 500 ).r;
|
||||
|
||||
float Topshape = max(pos.y - (MaxCumulusHeight + CumulusHeight)*0.46, 0.0) / 200;
|
||||
float Topshape = max(pos.y - (MaxCumulusHeight - 75), 0.0) / 200;
|
||||
Topshape += max(exp((pos.y - MaxCumulusHeight) / 10.0 ), 0.0) ;
|
||||
|
||||
float coverage = abs(pow(CloudLarge,1)*2.0 - 1.2)*0.5 - (1.0-CloudSmall);
|
||||
|
||||
float FinalShape = DailyWeather_Cumulus(coverage) - Topshape;
|
||||
|
||||
// cap the top and bottom for reasons
|
||||
float capbase = sqrt(max(CumulusHeight*1.05 - pos.y, 0.0)/50) ;
|
||||
float capbase = sqrt(max((CumulusHeight+12.5) - pos.y, 0.0)/50) ;
|
||||
float captop = max(pos.y - MaxCumulusHeight, 0.0);
|
||||
|
||||
FinalShape = max(FinalShape - capbase - captop, 0.0);
|
||||
@ -88,12 +87,14 @@ float cloudVol(in vec3 pos,in vec3 samplePos,in float cov, in int LoD){
|
||||
return cloud;
|
||||
}
|
||||
|
||||
|
||||
float GetCumulusDensity(in vec3 pos, in int LoD){
|
||||
|
||||
vec3 samplePos = pos*vec3(1.0,1./48.,1.0)/4;
|
||||
|
||||
|
||||
float coverageSP = cloudCov(pos,samplePos);
|
||||
|
||||
|
||||
if (coverageSP > 0.001) {
|
||||
if (LoD < 0) return max(coverageSP - 0.27*fbmAmount,0.0);
|
||||
return cloudVol(pos,samplePos,coverageSP,LoD);
|
||||
@ -130,8 +131,7 @@ vec3 Cloud_lighting(
|
||||
vec3 moonContribution,
|
||||
float AmbientShadow,
|
||||
int cloudType,
|
||||
vec3 pos,
|
||||
float altoShadow
|
||||
vec3 pos
|
||||
){
|
||||
float coeeff = -30;
|
||||
// float powder = 1.0 - exp((CloudShape*CloudShape) * -800);
|
||||
@ -166,6 +166,7 @@ vec3 Cloud_lighting(
|
||||
// return skyLighting;
|
||||
}
|
||||
|
||||
|
||||
//Mie phase function
|
||||
float phaseg(float x, float g){
|
||||
float gg = g * g;
|
||||
@ -183,6 +184,13 @@ float CustomPhase(float LightPos, float S_1, float S_2){
|
||||
return A;
|
||||
}
|
||||
|
||||
float PhaseHG(float cosTheta, float g) {
|
||||
float denom = 1 + g * g + 2 * g * cosTheta;
|
||||
const float Inv4Pi = 0.07957747154594766788;
|
||||
|
||||
return Inv4Pi * (1 - g * g) / (denom * sqrt(denom));
|
||||
}
|
||||
|
||||
vec4 renderClouds(
|
||||
vec3 FragPosition,
|
||||
vec2 Dither,
|
||||
@ -235,7 +243,7 @@ vec4 renderClouds(
|
||||
MoonColor *= clamp(-dV_Sun.y,0.0,1.0);
|
||||
|
||||
if(dV_Sun.y/shadowStep < -0.1) dV_Sun = -dV_Sun;
|
||||
|
||||
|
||||
float mieDay = phaseg(SdotV, 0.75) * 2;
|
||||
float mieDayMulti = phaseg(SdotV, 0.35) * 2;
|
||||
|
||||
@ -244,16 +252,16 @@ vec4 renderClouds(
|
||||
|
||||
float mieNight = (phaseg(-SdotV,0.8) + phaseg(-SdotV, 0.35)*4) * 6.0;
|
||||
vec3 moonContribution = MoonColor * mieNight;
|
||||
|
||||
|
||||
#ifdef Cumulus
|
||||
for(int i=0;i<maxIT_clouds;i++) {
|
||||
|
||||
// IntersecTerrain = length(progress_view - cameraPosition) > lViewPosM;
|
||||
// if(IntersecTerrain) break;
|
||||
|
||||
float cumulus = GetCumulusDensity(progress_view, cloudLoD);
|
||||
|
||||
float alteredDensity = Cumulus_density * clamp(exp( (progress_view.y - (MaxCumulusHeight + CumulusHeight)*0.455) / 9.0 ),0.0,1.0);
|
||||
|
||||
float alteredDensity = Cumulus_density * clamp(exp( (progress_view.y - (MaxCumulusHeight - 75)) / 9.0 ),0.0,1.0);
|
||||
|
||||
if(cumulus > 1e-5){
|
||||
float muE = cumulus*alteredDensity;
|
||||
@ -278,9 +286,11 @@ vec4 renderClouds(
|
||||
float HighAlt_shadow = GetAltostratusDensity(HighAlt_shadowPos);
|
||||
Sunlight += HighAlt_shadow;
|
||||
#endif
|
||||
|
||||
float phase = PhaseHG(-SdotV, (1.0-cumulus));
|
||||
|
||||
float ambientlightshadow = 1.0-clamp(exp((progress_view.y - (MaxCumulusHeight + CumulusHeight)*0.5) / 100.0),0.0,1.0);
|
||||
vec3 S = Cloud_lighting(muE, cumulus*Cumulus_density, Sunlight, MoonLight, SkyColor, sunContribution, sunContributionMulti, moonContribution, ambientlightshadow, 0, progress_view, HighAlt_shadow);
|
||||
float ambientlightshadow = 1.0-clamp(exp((progress_view.y - (MaxCumulusHeight - 50)) / 100.0),0.0,1.0);
|
||||
vec3 S = Cloud_lighting(muE, cumulus*Cumulus_density, Sunlight, MoonLight, SkyColor, sunContribution, sunContributionMulti, moonContribution, ambientlightshadow, 0, progress_view);
|
||||
|
||||
vec3 Sint = (S - S * exp(-mult*muE)) / muE;
|
||||
color += max(muE*Sint*total_extinction,0.0);
|
||||
@ -308,7 +318,7 @@ vec4 renderClouds(
|
||||
float shadow = GetAltostratusDensity(shadowSamplePos_high);
|
||||
Sunlight += shadow;
|
||||
}
|
||||
vec3 S = Cloud_lighting(altostratus, altostratus, Sunlight, MoonLight, SkyColor, sunContribution, sunContributionMulti, moonContribution, 1, 1, progress_view_high, 0);
|
||||
vec3 S = Cloud_lighting(altostratus, altostratus, Sunlight, MoonLight, SkyColor, sunContribution, sunContributionMulti, moonContribution, 1, 1, progress_view_high);
|
||||
|
||||
vec3 Sint = (S - S * exp(-20*altostratus)) / altostratus;
|
||||
color += max(altostratus*Sint*total_extinction,0.0);
|
||||
@ -320,7 +330,7 @@ vec4 renderClouds(
|
||||
vec3 normView = normalize(dV_view);
|
||||
// Assume fog color = sky gradient at long distance
|
||||
vec3 fogColor = skyFromTex(normView, colortex4)/150. * 5.0;
|
||||
float dist = max(cameraPosition.y+CumulusHeight,CumulusHeight)/abs(normView.y);
|
||||
float dist = max(cameraPosition.y+CumulusHeight,abs(CumulusHeight))/abs(normView.y);
|
||||
float fog = exp(dist / -5000.0 * (1.0+rainCloudwetness*8.));
|
||||
|
||||
// if(IntersecTerrain) fog = 1.0;
|
||||
@ -329,6 +339,9 @@ vec4 renderClouds(
|
||||
// return vec4(color,total_extinction);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
float GetCloudShadow(vec3 eyePlayerPos){
|
||||
vec3 playerPos = eyePlayerPos + cameraPosition;
|
||||
playerPos.y += 0.05;
|
||||
@ -336,8 +349,8 @@ float GetCloudShadow(vec3 eyePlayerPos){
|
||||
|
||||
// assume a flat layer of cloud, and stretch the sampled density along the sunvector, starting from some vertical layer in the cloud.
|
||||
#ifdef Cumulus
|
||||
vec3 lowShadowStart = playerPos + WsunVec/abs(WsunVec.y) * max((MaxCumulusHeight + CumulusHeight)*0.44 - playerPos.y,0.0) ;
|
||||
shadow += GetCumulusDensity(lowShadowStart,1)*cloudDensity;
|
||||
vec3 lowShadowStart = playerPos + WsunVec/abs(WsunVec.y) * max((MaxCumulusHeight - 70) - playerPos.y,0.0) ;
|
||||
shadow += GetCumulusDensity(lowShadowStart,1)*Cumulus_density;
|
||||
#endif
|
||||
|
||||
#ifdef Altostratus
|
||||
@ -346,7 +359,7 @@ float GetCloudShadow(vec3 eyePlayerPos){
|
||||
#endif
|
||||
|
||||
shadow = shadow/2.0; // perhaps i should average the 2 shadows being added....
|
||||
shadow = clamp(exp(-shadow*15.0),0.0,1.0);
|
||||
shadow = clamp(exp(-shadow*20.0),0.0,1.0);
|
||||
|
||||
return shadow;
|
||||
}
|
||||
@ -356,8 +369,8 @@ float GetCloudShadow_VLFOG(vec3 WorldPos){
|
||||
|
||||
// assume a flat layer of cloud, and stretch the sampled density along the sunvector, starting from some vertical layer in the cloud.
|
||||
#ifdef Cumulus
|
||||
vec3 lowShadowStart = WorldPos + WsunVec/abs(WsunVec.y) * max((MaxCumulusHeight + CumulusHeight)*0.435 - WorldPos.y,0.0) ;
|
||||
shadow += GetCumulusDensity(lowShadowStart,0)*cloudDensity;
|
||||
vec3 lowShadowStart = WorldPos + WsunVec/abs(WsunVec.y) * max((MaxCumulusHeight - 70) - WorldPos.y,0.0) ;
|
||||
shadow += GetCumulusDensity(lowShadowStart,0)*Cumulus_density;
|
||||
#endif
|
||||
|
||||
#ifdef Altostratus
|
||||
@ -379,7 +392,7 @@ float GetAltoOcclusion(vec3 eyePlayerPos){
|
||||
vec3 playerPos = eyePlayerPos + cameraPosition;
|
||||
playerPos.y += 0.05;
|
||||
float shadow;
|
||||
vec3 lowShadowStart = playerPos + normalize(vec3(0,1,0)) * max((MaxCumulusHeight + CumulusHeight)*0.433 - playerPos.y,0.0) ;
|
||||
vec3 lowShadowStart = playerPos + normalize(vec3(0,1,0)) * max((MaxCumulusHeight - 70) - playerPos.y,0.0) ;
|
||||
shadow = GetCumulusDensity(lowShadowStart,0) * cloudDensity;
|
||||
|
||||
shadow = clamp(exp(shadow * -1),0.0,1.0);
|
||||
|
@ -33,7 +33,9 @@ blend.gbuffers_skytextured=off
|
||||
blend.gbuffers_water.colortex11 = off
|
||||
|
||||
alphaTest.gbuffers_armor_glint=false
|
||||
|
||||
alphaTest.gbuffers_entities=GREATER 0.1
|
||||
|
||||
alphaTest.gbuffers_weather=false
|
||||
alphaTest.gbuffers_water=false
|
||||
alphaTest.gbuffers_skybasic=false
|
||||
@ -41,7 +43,7 @@ alphaTest.gbuffers_skytextured=false
|
||||
alphaTest.gbuffers_hand=true
|
||||
|
||||
|
||||
sliders = Cumulus_coverage Cumulus_density Alto_coverage Alto_density ORB_ColMult ORB_X ORB_Y ORB_Z ORB_R ORB_G ORB_B TOD_Fog_mult Morning_Uniform_Fog Noon_Uniform_Fog Evening_Uniform_Fog Night_Uniform_Fog Morning_Cloudy_Fog Noon_Cloudy_Fog Evening_Cloudy_Fog Night_Cloudy_Fog NetherFog_brightness WeatherDay Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B Summer_R Summer_G Summer_B Fall_R Fall_G Fall_B Winter_R Winter_G Winter_B Spring_R Spring_G Spring_B Season_Length CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B indirect_effect GI_Strength Cloud_Height Dynamic_sky_day ambient_brightness AmbientLight_R AmbientLight_G AmbientLight_B cloud_speed Rain_coverage override_R override_G override_B override_Cloudy_Fog_Density override_cloudyfog_fade override_fog override_Uniform_Fog_Density override_uniformfog_fade override_Bloomy_Fog override_Sun_Strength Moon_temp Haze_amount UniformFog_amount CloudyFog_amount TimeOfDayFog_multiplier RainFog_amount CaveFog_amount uniformfog_fade cloudyfog_fade cloudray_amount Swamp_cloudyfog_height Jungle_cloudyfog_fade Swamp_uniformfog_height Jungle_uniformfog_fade noise_mode Distant_shadow_quality ambient_temp Sun_temp Puddle_Size Cloud_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength Swamp_Sun_Strength Jungle_Sun_Strength Swamp_Bloomy_Fog Jungle_Bloomy_Fog Swamp_Mie Jungle_Mie Swamp_cloudyfog_Density Jungle_Cloudy_Fog_Density Swamp_UniformFog_Density Jungle_Uniform_Fog_Density Swamp_Bloomy_Fog Jungle_Bloomy_Fog Swamp_Mie Jungle_Mie Swamp_R Swamp_G Swamp_B Jungle_R Jungle_G Jungle_B Jungle_fog_strength Swamp_fog_strength Lush_fog_strength Snells_Window_Width self_shadow_samples Shadow_brightness Cloud_top_cutoff Cloud_base_cutoff Cloud_fade_amount BLOOMY_FOG FOG_RAIN_MULTIPLIER FOG_TOD_MULTIPLIER CLOUDY_FOG_AMOUNT BASE_FOG_AMOUNT WAVY_SPEED WAVY_STRENGTH ANTI_GHOSTING BLOOM_STRENGTH shadowDistance shadowDistanceRenderMul FinalR FinalG FinalB Ambient_Mult Sky_Brightness fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB sun_illuminance sunColorG sunColorB sunColorR sky_mieg sky_coefficientMieB sky_coefficientMieG sky_coefficientMieR sky_coefficientRayleighB sky_coefficientRayleighG sky_coefficientRayleighR CLOUDS_QUALITY EXPOSURE_MULTIPLIER MIN_LIGHT_AMOUNT TORCH_R TORCH_G TORCH_B TORCH_AMOUNT shadowMapResolution sunPathRotation SKY_BRIGHTNESS_DAY SKY_BRIGHTNESS_NIGHT BLEND_FACTOR FLICKER_REDUCTION MOTION_REJECTION VL_SAMPLES Exposure_Speed POM_MAP_RES POM_DEPTH MAX_ITERATIONS MAX_DIST SSR_STEPS ambientOcclusionLevel SEA_LEVEL ATMOSPHERIC_DENSITY CLOUDS_SHADOWS_STRENGTH moon_illuminance moonColorR moonColorG moonColorB fog_mieg1 fog_mieg2 fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal aperture MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius SSAO_SAMPLES Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Mie_Phase Dirt_Amount Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Texture_MipMap_Bias DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK RENDER_SCALE_X RENDER_SCALE_Y VL_RENDER_RESOLUTION BLOOM_QUALITY VL_RENDER_RESOLUTION RAY_COUNT STEPS STEP_LENGTH cloud_LevelOfDetail cloud_ShadowLevelOfDetail cloud_LevelOfDetailLQ cloud_ShadowLevelOfDetailLQ minRayMarchSteps maxRayMarchSteps minRayMarchStepsLQ maxRayMarchStepsLQ cloudDensity cloudCoverage fbmAmount fbmPower1 fbmPower2 cloudMieG cloudMieG2 cloudMie2Multiplier Strong_SSS_strength Medium_SSS_strength Weak_SSS_strength Shadow_brightness Roughness_Threshold Sun_specular_Strength reflection_quality Roughness_Strength SSS_mode DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS
|
||||
sliders = SSS_TYPE Cloud_Speed Cumulus_height Cumulus_coverage Cumulus_density Alto_coverage Alto_density ORB_ColMult ORB_X ORB_Y ORB_Z ORB_R ORB_G ORB_B TOD_Fog_mult Morning_Uniform_Fog Noon_Uniform_Fog Evening_Uniform_Fog Night_Uniform_Fog Morning_Cloudy_Fog Noon_Cloudy_Fog Evening_Cloudy_Fog Night_Cloudy_Fog NetherFog_brightness WeatherDay Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B Summer_R Summer_G Summer_B Fall_R Fall_G Fall_B Winter_R Winter_G Winter_B Spring_R Spring_G Spring_B Season_Length CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B indirect_effect GI_Strength Cloud_Height Dynamic_sky_day ambient_brightness AmbientLight_R AmbientLight_G AmbientLight_B cloud_speed Rain_coverage override_R override_G override_B override_Cloudy_Fog_Density override_cloudyfog_fade override_fog override_Uniform_Fog_Density override_uniformfog_fade override_Bloomy_Fog override_Sun_Strength Moon_temp Haze_amount UniformFog_amount CloudyFog_amount TimeOfDayFog_multiplier RainFog_amount CaveFog_amount uniformfog_fade cloudyfog_fade cloudray_amount Swamp_cloudyfog_height Jungle_cloudyfog_fade Swamp_uniformfog_height Jungle_uniformfog_fade noise_mode Distant_shadow_quality ambient_temp Sun_temp Puddle_Size Cloud_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength Swamp_Sun_Strength Jungle_Sun_Strength Swamp_Bloomy_Fog Jungle_Bloomy_Fog Swamp_Mie Jungle_Mie Swamp_cloudyfog_Density Jungle_Cloudy_Fog_Density Swamp_UniformFog_Density Jungle_Uniform_Fog_Density Swamp_Bloomy_Fog Jungle_Bloomy_Fog Swamp_Mie Jungle_Mie Swamp_R Swamp_G Swamp_B Jungle_R Jungle_G Jungle_B Jungle_fog_strength Swamp_fog_strength Lush_fog_strength Snells_Window_Width self_shadow_samples Shadow_brightness Cloud_top_cutoff Cloud_base_cutoff Cloud_fade_amount BLOOMY_FOG FOG_RAIN_MULTIPLIER FOG_TOD_MULTIPLIER CLOUDY_FOG_AMOUNT BASE_FOG_AMOUNT WAVY_SPEED WAVY_STRENGTH ANTI_GHOSTING BLOOM_STRENGTH shadowDistance shadowDistanceRenderMul FinalR FinalG FinalB Ambient_Mult Sky_Brightness fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB sun_illuminance sunColorG sunColorB sunColorR sky_mieg sky_coefficientMieB sky_coefficientMieG sky_coefficientMieR sky_coefficientRayleighB sky_coefficientRayleighG sky_coefficientRayleighR CLOUDS_QUALITY EXPOSURE_MULTIPLIER MIN_LIGHT_AMOUNT TORCH_R TORCH_G TORCH_B TORCH_AMOUNT shadowMapResolution sunPathRotation SKY_BRIGHTNESS_DAY SKY_BRIGHTNESS_NIGHT BLEND_FACTOR FLICKER_REDUCTION MOTION_REJECTION VL_SAMPLES Exposure_Speed POM_MAP_RES POM_DEPTH MAX_ITERATIONS MAX_DIST SSR_STEPS ambientOcclusionLevel SEA_LEVEL ATMOSPHERIC_DENSITY CLOUDS_SHADOWS_STRENGTH moon_illuminance moonColorR moonColorG moonColorB fog_mieg1 fog_mieg2 fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal aperture MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius SSAO_SAMPLES Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Mie_Phase Dirt_Amount Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Texture_MipMap_Bias DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK RENDER_SCALE_X RENDER_SCALE_Y VL_RENDER_RESOLUTION BLOOM_QUALITY VL_RENDER_RESOLUTION RAY_COUNT STEPS STEP_LENGTH cloud_LevelOfDetail cloud_ShadowLevelOfDetail cloud_LevelOfDetailLQ cloud_ShadowLevelOfDetailLQ minRayMarchSteps maxRayMarchSteps minRayMarchStepsLQ maxRayMarchStepsLQ cloudDensity cloudCoverage fbmAmount fbmPower1 fbmPower2 cloudMieG cloudMieG2 cloudMie2Multiplier Strong_SSS_strength Medium_SSS_strength Weak_SSS_strength Shadow_brightness Roughness_Threshold Sun_specular_Strength reflection_quality Roughness_Strength SSS_mode DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS
|
||||
|
||||
screen.columns=2
|
||||
screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds] [Misc_Settings] [Climate]
|
||||
@ -60,23 +62,21 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
|
||||
screen.Shadows = SCREENSPACE_CONTACT_SHADOWS Stochastic_Transparent_Shadows SHADOW_FRUSTRUM_CULLING CAVE_LIGHT_LEAK_FIX <skip> [Filtering] shadowMapResolution shadowDistance shadowDistanceRenderMul
|
||||
|
||||
screen.Subsurface_Scattering.columns=1
|
||||
screen.Subsurface_Scattering = Variable_Penumbra_Shadows Strong_SSS_strength Medium_SSS_strength <empty> LabPBR_subsurface_scattering LabSSS_Curve <skip> mob_SSS misc_block_SSS
|
||||
screen.Subsurface_Scattering = Variable_Penumbra_Shadows <empty> SSS_TYPE LabSSS_Curve <empty> mob_SSS misc_block_SSS
|
||||
|
||||
screen.Filtering.columns=1
|
||||
screen.Filtering = Variable_Penumbra_Shadows VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius Max_Filter_Depth SHADOW_FILTER_SAMPLE_COUNT
|
||||
|
||||
### AMBIENT LIGHT
|
||||
screen.Ambient_light.columns=1
|
||||
screen.Ambient_light = [Torch] [Ambient] [ambientlight_colors] <skip> indirect_effect HQ_SSGI AO_Strength GI_Strength AO_in_sunlight
|
||||
screen.Ambient_light = [Torch_Colors] [Ambient_Colors] <skip> indirect_effect HQ_SSGI AO_Strength GI_Strength ambientOcclusionLevel
|
||||
|
||||
screen.ambientlight_colors.columns=1
|
||||
screen.ambientlight_colors = ambient_brightness ambient_colortype ambient_temp <skip> AmbientLight_R AmbientLight_G AmbientLight_B
|
||||
screen.Torch_Colors.columns=1
|
||||
screen.Torch_Colors = TORCH_AMOUNT Emissive_Brightness Emissive_Curve <skip> TORCH_R TORCH_G TORCH_B
|
||||
|
||||
screen.Ambient_Colors.columns=1
|
||||
screen.Ambient_Colors = ambient_brightness MIN_LIGHT_AMOUNT ambient_colortype ambient_temp <skip> AmbientLight_R AmbientLight_G AmbientLight_B
|
||||
|
||||
screen.Torch.columns=1
|
||||
screen.Torch = TORCH_AMOUNT Emissive_Brightness Emissive_Curve <skip> TORCH_R TORCH_G TORCH_B
|
||||
|
||||
screen.Ambient.columns=1
|
||||
screen.Ambient = ambientOcclusionLevel MIN_LIGHT_AMOUNT Ambient_Mult SEPARATE_AO
|
||||
|
||||
|
||||
######## WORLD
|
||||
@ -137,8 +137,8 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
|
||||
|
||||
### CLOUDS
|
||||
screen.Clouds.columns=2
|
||||
# screen.Clouds = VOLUMETRIC_CLOUDS Altostratus cloud_LevelOfDetail cloud_ShadowLevelOfDetail CLOUDS_QUALITY cloudDensity cloudCoverage Rain_coverage cloud_speed fbmAmount fbmPower1 fbmPower2 Cloud_top_cutoff Cloud_base_cutoff Shadow_brightness self_shadow_samples CLOUDS_SHADOWS VL_CLOUDS_SHADOWS
|
||||
screen.Clouds = VOLUMETRIC_CLOUDS CLOUDS_QUALITY Cumulus Altostratus Cumulus_coverage Alto_coverage Cumulus_density Alto_density CLOUDS_SHADOWS
|
||||
# screen.Clouds = VOLUMETRIC_CLOUDS Altostratus cloud_LevelOfDetail cloud_ShadowLevelOfDetail CLOUDS_QUALITY cloudDensity cloudCoverage Rain_coverage fbmAmount fbmPower1 fbmPower2 Cloud_top_cutoff Cloud_base_cutoff Shadow_brightness self_shadow_samples CLOUDS_SHADOWS VL_CLOUDS_SHADOWS
|
||||
screen.Clouds = VOLUMETRIC_CLOUDS CLOUDS_QUALITY Cumulus Altostratus Cumulus_coverage Alto_coverage Cumulus_density Alto_density Cumulus_height CLOUDS_SHADOWS Cloud_Speed
|
||||
|
||||
### FOG
|
||||
screen.Fog.columns=1
|
||||
@ -181,7 +181,7 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
|
||||
|
||||
######## MISC SETTINGS
|
||||
screen.Misc_Settings.columns=1
|
||||
screen.Misc_Settings = [the_orb] WhiteWorld ambientLight_only Glass_Tint display_LUT DISABLE_ALPHA_MIPMAPS
|
||||
screen.Misc_Settings = [the_orb] WhiteWorld ambientLight_only Glass_Tint display_LUT DISABLE_ALPHA_MIPMAPS ambientSSS_view
|
||||
|
||||
screen.the_orb.columns = 1
|
||||
screen.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B
|
||||
@ -202,7 +202,7 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
|
||||
|
||||
######## moonphase based weather
|
||||
uniform.float.Cumulus_Cov = smooth( if( \
|
||||
moonPhase == 0, 0.9, \
|
||||
moonPhase == 0, 0.7, \
|
||||
moonPhase == 1, 0.0, \
|
||||
moonPhase == 2, 0.0, \
|
||||
moonPhase == 3, 0.0, \
|
||||
@ -212,7 +212,7 @@ uniform.float.Cumulus_Cov = smooth( if( \
|
||||
0.0 ), 5, 5)
|
||||
|
||||
uniform.float.Alto_Cov = smooth( if( \
|
||||
moonPhase == 0, 1.0, \
|
||||
moonPhase == 0, 0.3, \
|
||||
moonPhase == 1, 0.0, \
|
||||
moonPhase == 2, 0.0, \
|
||||
moonPhase == 3, 0.0, \
|
||||
|
Loading…
Reference in New Issue
Block a user