mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
Calibrate all Days settings for daily weather
This commit is contained in:
parent
8c5a2360c4
commit
f6d977b5d7
@ -126,6 +126,8 @@
|
||||
#endif
|
||||
|
||||
#ifdef Daily_Weather
|
||||
uniform float Uniform_Den;
|
||||
uniform float Cloudy_Den;
|
||||
|
||||
void DailyWeather_FogDensity(
|
||||
inout vec4 UniformDensity,
|
||||
@ -134,14 +136,10 @@
|
||||
|
||||
// set fog Profiles for each of the 8 days in the cycle.
|
||||
// U = uniform fog || C = cloudy fog
|
||||
vec4 MistyDay_U = vec4(5);
|
||||
// vec4( morning, noon, evening, night )
|
||||
|
||||
vec4 FoggyDay_U = vec4(5);
|
||||
vec4 FoggyDay_C = vec4(25);
|
||||
|
||||
|
||||
// UniformDensity += FoggyDay_U*day1 + MistyDay_U*day4;
|
||||
// CloudyDensity += FoggyDay_C*day1;
|
||||
UniformDensity.rgb += vec3(Uniform_Den);
|
||||
CloudyDensity.rgb += vec3(Cloudy_Den);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -299,7 +299,7 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] THIS WILL BREAK SUBSURF
|
||||
#define HQ_CLOUDS // Renders detailled clouds for viewport
|
||||
#define CLOUDS_QUALITY 0.5 //[0.1 0.125 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.9 1.0]
|
||||
|
||||
// #define Daily_Weather // different skies for different days, and fog.
|
||||
#define Daily_Weather // different skies and fog for different days.
|
||||
|
||||
#ifdef VOLUMETRIC_CLOUDS
|
||||
#define CLOUDS_SHADOWS // Casts shadows from clouds on the world
|
||||
|
@ -96,11 +96,7 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
|
||||
|
||||
######## CLIMATE
|
||||
screen.Climate.columns=1
|
||||
screen.Climate = [Weather] [Biome_Fog] [Seasons]
|
||||
|
||||
## DAILY WEATHER
|
||||
screen.Weather.columns=1
|
||||
screen.Weather = Daily_Weather WeatherDay
|
||||
screen.Climate = Daily_Weather [Biome_Fog] [Seasons]
|
||||
|
||||
## BIOME SPECIFICS
|
||||
screen.Biome_Fog.columns=1
|
||||
@ -203,48 +199,62 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
|
||||
screen.Advanced = 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
|
||||
|
||||
######## moonphase based weather
|
||||
|
||||
# in seconds...
|
||||
variable.int.TransitionTime = 100
|
||||
|
||||
uniform.float.Cumulus_Cov = smooth(1, if( \
|
||||
moonPhase == 0, 0.7, \
|
||||
moonPhase == 1, 0.7, \
|
||||
moonPhase == 1, 0.9, \
|
||||
moonPhase == 2, 0.0, \
|
||||
moonPhase == 3, 0.0, \
|
||||
moonPhase == 3, 0.8, \
|
||||
moonPhase == 4, 0.0, \
|
||||
moonPhase == 5, 0.0, \
|
||||
moonPhase == 6, 0.0, \
|
||||
0.0 ), 5, 5)
|
||||
moonPhase == 5, 1.2, \
|
||||
moonPhase == 6, 0.6, \
|
||||
0.0 ), TransitionTime, TransitionTime)
|
||||
|
||||
uniform.float.Alto_Cov = smooth(2, if( \
|
||||
moonPhase == 0, 0.1, \
|
||||
moonPhase == 1, 1.0, \
|
||||
moonPhase == 2, 0.0, \
|
||||
moonPhase == 3, 0.0, \
|
||||
moonPhase == 4, 0.0, \
|
||||
moonPhase == 2, 1.0, \
|
||||
moonPhase == 3, 0.3, \
|
||||
moonPhase == 4, 0.3, \
|
||||
moonPhase == 5, 0.0, \
|
||||
moonPhase == 6, 0.0, \
|
||||
0.0 ), 5, 5)
|
||||
moonPhase == 6, 1.5, \
|
||||
0.0 ), TransitionTime, TransitionTime)
|
||||
|
||||
uniform.float.Alto_Den = smooth(3, if( \
|
||||
moonPhase == 0, 0.1, \
|
||||
moonPhase == 1, 0.25, \
|
||||
moonPhase == 2, 0.0, \
|
||||
moonPhase == 3, 0.0, \
|
||||
moonPhase == 4, 0.0, \
|
||||
moonPhase == 2, 0.1, \
|
||||
moonPhase == 3, 0.7, \
|
||||
moonPhase == 4, 0.7, \
|
||||
moonPhase == 5, 0.0, \
|
||||
moonPhase == 6, 0.0, \
|
||||
0.0 ), 5, 5)
|
||||
moonPhase == 6, 0.05, \
|
||||
0.0 ), TransitionTime, TransitionTime)
|
||||
|
||||
uniform.float.Uniform_Den = smooth(4, if( \
|
||||
moonPhase == 0, 0, \
|
||||
moonPhase == 1, 0, \
|
||||
moonPhase == 2, 4, \
|
||||
moonPhase == 3, 0, \
|
||||
moonPhase == 4, 0, \
|
||||
moonPhase == 5, 0, \
|
||||
moonPhase == 6, 2, \
|
||||
0 ), TransitionTime, TransitionTime)
|
||||
|
||||
uniform.float.Cloudy_Den = smooth(5, if( \
|
||||
moonPhase == 0, 0, \
|
||||
moonPhase == 1, 0, \
|
||||
moonPhase == 2, 0, \
|
||||
moonPhase == 3, 0, \
|
||||
moonPhase == 4, 0, \
|
||||
moonPhase == 5, 0, \
|
||||
moonPhase == 6, 5, \
|
||||
0 ), TransitionTime, TransitionTime)
|
||||
|
||||
|
||||
|
||||
# uniform.float.Day = smooth( if( \
|
||||
# moonPhase == 0, 1, \
|
||||
# moonPhase == 1, 2, \
|
||||
# moonPhase == 2, 3, \
|
||||
# moonPhase == 3, 4, \
|
||||
# moonPhase == 4, 5, \
|
||||
# moonPhase == 5, 6, \
|
||||
# moonPhase == 6, 7, \
|
||||
# 8 ), 5, 5)
|
||||
|
||||
|
||||
# Biome uniforms
|
||||
uniform.float.isJungles = smooth(6, if(in(biome,23,24,25), 1,0), 25,25)
|
||||
|
Loading…
Reference in New Issue
Block a user