mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
Add toggle for entity shadows
This commit is contained in:
parent
9c844795e1
commit
5f7f23c2a9
@ -601,6 +601,8 @@ void rtGI(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, float lightm
|
||||
|
||||
vec3 SubsurfaceScattering_sun(vec3 albedo, float Scattering, float Density, float lightPos){
|
||||
|
||||
|
||||
|
||||
float labcurve = pow(Density,LabSSS_Curve);
|
||||
float density = sqrt(30 - labcurve*15);
|
||||
|
||||
@ -939,8 +941,14 @@ void main() {
|
||||
|
||||
#ifdef Sub_surface_scattering
|
||||
#ifdef Variable_Penumbra_Shadows
|
||||
|
||||
SSS = SubsurfaceScattering_sun(albedo, SHADOWBLOCKERDEPTBH, LabSSS, clamp(dot(np3, WsunVec),0.0,1.0)) ;
|
||||
|
||||
float sunSSS_density = LabSSS;
|
||||
#ifndef RENDER_ENTITY_SHADOWS
|
||||
if(entities) sunSSS_density = 0.0;
|
||||
#endif
|
||||
|
||||
|
||||
SSS = SubsurfaceScattering_sun(albedo, SHADOWBLOCKERDEPTBH, sunSSS_density, clamp(dot(np3, WsunVec),0.0,1.0)) ;
|
||||
SSS *= DirectLightColor;
|
||||
if (isEyeInWater == 0) SSS *= lightleakfix; // light leak fix
|
||||
#endif
|
||||
|
@ -9,6 +9,7 @@ screen.Direct_Light = Direct Light
|
||||
screen.Filtering = Shadow Filtering Settings
|
||||
screen.Shadows = Shadows
|
||||
option.SCREENSPACE_CONTACT_SHADOWS = Contact Shadows
|
||||
option.RENDER_ENTITY_SHADOWS = Shadows for Entities
|
||||
option.shadowMapResolution = Shadow Resolution
|
||||
option.shadowDistance = Shadow Distance
|
||||
|
||||
|
@ -273,6 +273,9 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] THIS WILL BREAK SUBSURF
|
||||
#define SHADOW_DISABLE_ALPHA_MIPMAPS // Disables mipmaps on the transparency of alpha-tested things like foliage, may cost a few fps in some cases
|
||||
#define Stochastic_Transparent_Shadows // Highly recommanded to enable SHADOW_DISABLE_ALPHA_MIPMAPS with it. Uses noise to simulate transparent objects' shadows (not colored). It is also recommended to increase Min_Shadow_Filter_Radius with this.
|
||||
|
||||
#define RENDER_ENTITY_SHADOWS
|
||||
|
||||
|
||||
|
||||
// --- SSGI/RTAO ---
|
||||
|
||||
|
@ -1,5 +1,12 @@
|
||||
#shaders/shaders.properties
|
||||
#Minecraft Settings
|
||||
|
||||
#ifndef RENDER_ENTITY_SHADOWS
|
||||
shadowBlockEntities = false
|
||||
shadowEntities = false
|
||||
#endif
|
||||
|
||||
|
||||
oldLighting=false
|
||||
underwaterOverlay=false
|
||||
sun=true
|
||||
@ -57,7 +64,7 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
|
||||
screen.Direct_Light = [Shadows] [Subsurface_Scattering] [Sun_and_Moon_Colors] sunPathRotation sun_illuminance moon_illuminance
|
||||
|
||||
screen.Shadows.columns=1
|
||||
screen.Shadows = SCREENSPACE_CONTACT_SHADOWS <empty> [Filtering] shadowMapResolution shadowDistance
|
||||
screen.Shadows = SCREENSPACE_CONTACT_SHADOWS RENDER_ENTITY_SHADOWS <empty> [Filtering] shadowMapResolution shadowDistance
|
||||
|
||||
screen.Subsurface_Scattering.columns=1
|
||||
screen.Subsurface_Scattering = SSS_TYPE LabSSS_Curve <empty> Ambient_SSS ambientsss_brightness
|
||||
@ -179,7 +186,7 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
|
||||
screen.Editing = Compositing_Sky CompSky_R CompSky_G CompSky_B
|
||||
######## MISC SETTINGS
|
||||
screen.Misc_Settings.columns=1
|
||||
screen.Misc_Settings = [the_orb] [lightning_color] WhiteWorld ambientLight_only Glass_Tint display_LUT ambientSSS_view
|
||||
screen.Misc_Settings = [the_orb] [lightning_color] WhiteWorld ambientLight_only Glass_Tint display_LUT 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
|
||||
@ -366,8 +373,6 @@ uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
# photon shit
|
||||
uniform.vec2.view_res = vec2(viewWidth, viewHeight)
|
||||
uniform.vec2.view_pixel_size = vec2(1.0 / viewWidth, 1.0 / viewHeight)
|
@ -25,6 +25,9 @@ void main() {
|
||||
gl_FragData[0].a = texture2DLod(tex,texcoord.xy,0).a;
|
||||
#endif
|
||||
|
||||
#ifdef RENDER_ENTITY_SHADOWS
|
||||
#endif
|
||||
|
||||
#ifdef Stochastic_Transparent_Shadows
|
||||
gl_FragData[0].a = float(gl_FragData[0].a >= R2_dither());
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user