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Add toggle for entity shadows
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@ -601,6 +601,8 @@ void rtGI(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, float lightm
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vec3 SubsurfaceScattering_sun(vec3 albedo, float Scattering, float Density, float lightPos){
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vec3 SubsurfaceScattering_sun(vec3 albedo, float Scattering, float Density, float lightPos){
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float labcurve = pow(Density,LabSSS_Curve);
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float labcurve = pow(Density,LabSSS_Curve);
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float density = sqrt(30 - labcurve*15);
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float density = sqrt(30 - labcurve*15);
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@ -939,8 +941,14 @@ void main() {
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#ifdef Sub_surface_scattering
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#ifdef Sub_surface_scattering
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#ifdef Variable_Penumbra_Shadows
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#ifdef Variable_Penumbra_Shadows
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SSS = SubsurfaceScattering_sun(albedo, SHADOWBLOCKERDEPTBH, LabSSS, clamp(dot(np3, WsunVec),0.0,1.0)) ;
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float sunSSS_density = LabSSS;
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#ifndef RENDER_ENTITY_SHADOWS
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if(entities) sunSSS_density = 0.0;
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#endif
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SSS = SubsurfaceScattering_sun(albedo, SHADOWBLOCKERDEPTBH, sunSSS_density, clamp(dot(np3, WsunVec),0.0,1.0)) ;
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SSS *= DirectLightColor;
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SSS *= DirectLightColor;
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if (isEyeInWater == 0) SSS *= lightleakfix; // light leak fix
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if (isEyeInWater == 0) SSS *= lightleakfix; // light leak fix
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#endif
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#endif
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@ -9,6 +9,7 @@ screen.Direct_Light = Direct Light
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screen.Filtering = Shadow Filtering Settings
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screen.Filtering = Shadow Filtering Settings
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screen.Shadows = Shadows
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screen.Shadows = Shadows
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option.SCREENSPACE_CONTACT_SHADOWS = Contact Shadows
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option.SCREENSPACE_CONTACT_SHADOWS = Contact Shadows
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option.RENDER_ENTITY_SHADOWS = Shadows for Entities
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option.shadowMapResolution = Shadow Resolution
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option.shadowMapResolution = Shadow Resolution
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option.shadowDistance = Shadow Distance
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option.shadowDistance = Shadow Distance
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@ -273,6 +273,9 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] THIS WILL BREAK SUBSURF
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#define SHADOW_DISABLE_ALPHA_MIPMAPS // Disables mipmaps on the transparency of alpha-tested things like foliage, may cost a few fps in some cases
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#define SHADOW_DISABLE_ALPHA_MIPMAPS // Disables mipmaps on the transparency of alpha-tested things like foliage, may cost a few fps in some cases
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#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.
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#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.
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#define RENDER_ENTITY_SHADOWS
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// --- SSGI/RTAO ---
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// --- SSGI/RTAO ---
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@ -1,5 +1,12 @@
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#shaders/shaders.properties
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#shaders/shaders.properties
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#Minecraft Settings
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#Minecraft Settings
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#ifndef RENDER_ENTITY_SHADOWS
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shadowBlockEntities = false
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shadowEntities = false
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#endif
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oldLighting=false
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oldLighting=false
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underwaterOverlay=false
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underwaterOverlay=false
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sun=true
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sun=true
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@ -57,7 +64,7 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
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screen.Direct_Light = [Shadows] [Subsurface_Scattering] [Sun_and_Moon_Colors] sunPathRotation sun_illuminance moon_illuminance
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screen.Direct_Light = [Shadows] [Subsurface_Scattering] [Sun_and_Moon_Colors] sunPathRotation sun_illuminance moon_illuminance
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screen.Shadows.columns=1
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screen.Shadows.columns=1
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screen.Shadows = SCREENSPACE_CONTACT_SHADOWS <empty> [Filtering] shadowMapResolution shadowDistance
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screen.Shadows = SCREENSPACE_CONTACT_SHADOWS RENDER_ENTITY_SHADOWS <empty> [Filtering] shadowMapResolution shadowDistance
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screen.Subsurface_Scattering.columns=1
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screen.Subsurface_Scattering.columns=1
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screen.Subsurface_Scattering = SSS_TYPE LabSSS_Curve <empty> Ambient_SSS ambientsss_brightness
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screen.Subsurface_Scattering = SSS_TYPE LabSSS_Curve <empty> Ambient_SSS ambientsss_brightness
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@ -179,7 +186,7 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
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screen.Editing = Compositing_Sky CompSky_R CompSky_G CompSky_B
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screen.Editing = Compositing_Sky CompSky_R CompSky_G CompSky_B
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######## MISC SETTINGS
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######## MISC SETTINGS
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screen.Misc_Settings.columns=1
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screen.Misc_Settings.columns=1
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screen.Misc_Settings = [the_orb] [lightning_color] WhiteWorld ambientLight_only Glass_Tint display_LUT ambientSSS_view
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screen.Misc_Settings = [the_orb] [lightning_color] 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.columns = 1
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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.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B
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@ -366,8 +373,6 @@ uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
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# photon shit
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# photon shit
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uniform.vec2.view_res = vec2(viewWidth, viewHeight)
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uniform.vec2.view_res = vec2(viewWidth, viewHeight)
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uniform.vec2.view_pixel_size = vec2(1.0 / viewWidth, 1.0 / viewHeight)
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uniform.vec2.view_pixel_size = vec2(1.0 / viewWidth, 1.0 / viewHeight)
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@ -25,6 +25,9 @@ void main() {
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gl_FragData[0].a = texture2DLod(tex,texcoord.xy,0).a;
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gl_FragData[0].a = texture2DLod(tex,texcoord.xy,0).a;
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#endif
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#endif
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#ifdef RENDER_ENTITY_SHADOWS
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#endif
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#ifdef Stochastic_Transparent_Shadows
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#ifdef Stochastic_Transparent_Shadows
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gl_FragData[0].a = float(gl_FragData[0].a >= R2_dither());
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gl_FragData[0].a = float(gl_FragData[0].a >= R2_dither());
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#endif
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#endif
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