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synced 2024-12-22 17:47:34 +08:00
fix mob SSS not working. added moonphase based moonlight brightness setting.
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@ -726,8 +726,10 @@ void main() {
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#if RESOURCEPACK_SKY == 1
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Background += toLinear(texture2D(colortex10, texcoord).rgb * (255.0 * 2.0));
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#endif
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#ifndef ambientLight_only
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Background += drawSun(dot(lightCol.a * WsunVec, feetPlayerPos_normalized),0, DirectLightColor,vec3(0.0));
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Background += drawMoon(feetPlayerPos_normalized, lightCol.a * WsunVec, DirectLightColor*20, Background);
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#endif
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#endif
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@ -12,6 +12,7 @@ screen.Sun_and_Moon_Colors = Sun/Moon Colors
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option.sunPathRotation = Sun Angle
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option.sun_illuminance = Sun Illuminance
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option.moon_illuminance = Moon Illuminance
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option.MOONPHASE_BASED_MOONLIGHT = Moonphase brightness levels
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option.RESOURCEPACK_SKY = RP Sky
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value.RESOURCEPACK_SKY.0 = Do not use
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@ -500,4 +501,5 @@ screen.Post_Processing.comment = Configure settings for all post processing effe
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option.RESOURCEPACK_SKY.comment = Toggle resourcepack sky support. Configure settings to use the whole resourcepack sky, or keep the shader's sun and moon. §aPERFORMANCE COST:§r very low
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option.MATERIAL_AO.comment = Toggle the use of ambient occlusion based on what the resourcepack provides. §aPERFORMANCE COST:§r very low
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option.WATER_WAVE_STRENGTH.comment = configure how strong the waves appear.
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option.WATER_WAVE_STRENGTH.comment = configure how strong the waves appear.
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option.MOONPHASE_BASED_MOONLIGHT.comment = §bWhat is this?§r every night, the moon has different lighting. This setting adjusts the moonlight brightness based on how much of the moon is glowing. §aPERFORMANCE COST:§r nearly nothing
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@ -249,7 +249,7 @@ const float sunPathRotation = -35; //[-90 -89 -88 -87 -86 -85 -84 -83 -82 -81 -8
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#define SSS_TYPE 2 // [0 1 2 3]
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#define LabSSS_Curve 1.0 // [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 ]
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#define MOB_SSS
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// #define MOB_SSS
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// #define MISC_BLOCK_SSS
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#define Ambient_SSS
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#define ambientsss_brightness 1.0 // [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]
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@ -292,16 +292,23 @@ const float sunPathRotation = -35; //[-90 -89 -88 -87 -86 -85 -84 -83 -82 -81 -8
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#define moonColorG 0.9121 //[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 ]
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#define moonColorB 0.8948 //[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 ]
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uniform int moonPhase;
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#define moonlightbrightness (abs(4-moonPhase))
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#define moonlightbrightness2 (moonlightbrightness/4.0)
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#define MOONPHASE_BASED_MOONLIGHT
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#if colortype == 1
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#define sunColorBase vec3(sunColorR,sunColorG,sunColorB) * sun_illuminance
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#define moonColorBase vec3(moonColorR,moonColorG,moonColorB) * moon_illuminance //Fake Purkinje effect
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#else
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#define sunColorBase blackbody(Sun_temp) * sun_illuminance
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#define moonColorBase blackbody(Moon_temp) * moon_illuminance * moonlightbrightness2 //Fake Purkinje effect
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#ifdef MOONPHASE_BASED_MOONLIGHT
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uniform int moonPhase;
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#define phasebrightness (abs(4-moonPhase))
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#define moonlightbrightness (phasebrightness/4.0)
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#define moonColorBase blackbody(Moon_temp) * (moon_illuminance * moonlightbrightness) //Fake Purkinje effect
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#else
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#define moonColorBase blackbody(Moon_temp) * moon_illuminance //Fake Purkinje effect
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#endif
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#endif
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@ -238,6 +238,11 @@ vec4 renderClouds(
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SunColor = SunColor * clamp(dV_Sun.y ,0.0,1.0);
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MoonColor *= clamp(-dV_Sun.y,0.0,1.0);
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#ifdef ambientLight_only
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SunColor = vec3(0.0);
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MoonColor = vec3(0.0);
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#endif
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if(dV_Sun.y/shadowStep < -0.1) dV_Sun = -dV_Sun;
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float mieDay = phaseg(SdotV, 0.75);
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@ -124,6 +124,9 @@ vec4 GetVolumetricFog(
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// Makes fog more white idk how to simulate it correctly
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vec3 LightSourceColor = LightColor;
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#ifdef ambientLight_only
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LightSourceColor = vec3(0.0);
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#endif
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vec3 skyCol0 = AmbientColor / 2.0;
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// recolor change sun and sky color to a color, but make sure luminance is preserved.
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@ -87,7 +87,7 @@ PhysicsMod_support [LabPBR]
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######## LIGHTING
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### DIRECT LIGHT
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screen.Direct_Light.columns=1
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screen.Direct_Light = [Shadows] [Subsurface_Scattering] [Sun_and_Moon_Colors] sunPathRotation sun_illuminance moon_illuminance OLD_LIGHTLEAK_FIX
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screen.Direct_Light = [Shadows] [Subsurface_Scattering] [Sun_and_Moon_Colors] OLD_LIGHTLEAK_FIX sunPathRotation sun_illuminance MOONPHASE_BASED_MOONLIGHT moon_illuminance
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screen.Shadows.columns=1
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screen.Shadows = SCREENSPACE_CONTACT_SHADOWS RENDER_ENTITY_SHADOWS <empty> [Filtering] shadowMapResolution shadowDistance shadowDistanceRenderMul
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