Calibrate all Days settings for daily weather

This commit is contained in:
Xonk 2023-06-11 19:16:05 -04:00
parent 8c5a2360c4
commit f6d977b5d7
3 changed files with 46 additions and 38 deletions

View File

@ -126,6 +126,8 @@
#endif #endif
#ifdef Daily_Weather #ifdef Daily_Weather
uniform float Uniform_Den;
uniform float Cloudy_Den;
void DailyWeather_FogDensity( void DailyWeather_FogDensity(
inout vec4 UniformDensity, inout vec4 UniformDensity,
@ -134,14 +136,10 @@
// set fog Profiles for each of the 8 days in the cycle. // set fog Profiles for each of the 8 days in the cycle.
// U = uniform fog || C = cloudy fog // U = uniform fog || C = cloudy fog
vec4 MistyDay_U = vec4(5); // vec4( morning, noon, evening, night )
vec4 FoggyDay_U = vec4(5); UniformDensity.rgb += vec3(Uniform_Den);
vec4 FoggyDay_C = vec4(25); CloudyDensity.rgb += vec3(Cloudy_Den);
// UniformDensity += FoggyDay_U*day1 + MistyDay_U*day4;
// CloudyDensity += FoggyDay_C*day1;
} }
#endif #endif

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@ -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 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 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 #ifdef VOLUMETRIC_CLOUDS
#define CLOUDS_SHADOWS // Casts shadows from clouds on the world #define CLOUDS_SHADOWS // Casts shadows from clouds on the world

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@ -96,11 +96,7 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
######## CLIMATE ######## CLIMATE
screen.Climate.columns=1 screen.Climate.columns=1
screen.Climate = [Weather] [Biome_Fog] [Seasons] screen.Climate = Daily_Weather [Biome_Fog] [Seasons]
## DAILY WEATHER
screen.Weather.columns=1
screen.Weather = Daily_Weather WeatherDay
## BIOME SPECIFICS ## BIOME SPECIFICS
screen.Biome_Fog.columns=1 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 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 ######## moonphase based weather
# in seconds...
variable.int.TransitionTime = 100
uniform.float.Cumulus_Cov = smooth(1, if( \ uniform.float.Cumulus_Cov = smooth(1, if( \
moonPhase == 0, 0.7, \ moonPhase == 0, 0.7, \
moonPhase == 1, 0.7, \ moonPhase == 1, 0.9, \
moonPhase == 2, 0.0, \ moonPhase == 2, 0.0, \
moonPhase == 3, 0.0, \ moonPhase == 3, 0.8, \
moonPhase == 4, 0.0, \ moonPhase == 4, 0.0, \
moonPhase == 5, 0.0, \ moonPhase == 5, 1.2, \
moonPhase == 6, 0.0, \ moonPhase == 6, 0.6, \
0.0 ), 5, 5) 0.0 ), TransitionTime, TransitionTime)
uniform.float.Alto_Cov = smooth(2, if( \ uniform.float.Alto_Cov = smooth(2, if( \
moonPhase == 0, 0.1, \ moonPhase == 0, 0.1, \
moonPhase == 1, 1.0, \ moonPhase == 1, 1.0, \
moonPhase == 2, 0.0, \ moonPhase == 2, 1.0, \
moonPhase == 3, 0.0, \ moonPhase == 3, 0.3, \
moonPhase == 4, 0.0, \ moonPhase == 4, 0.3, \
moonPhase == 5, 0.0, \ moonPhase == 5, 0.0, \
moonPhase == 6, 0.0, \ moonPhase == 6, 1.5, \
0.0 ), 5, 5) 0.0 ), TransitionTime, TransitionTime)
uniform.float.Alto_Den = smooth(3, if( \ uniform.float.Alto_Den = smooth(3, if( \
moonPhase == 0, 0.1, \ moonPhase == 0, 0.1, \
moonPhase == 1, 0.25, \ moonPhase == 1, 0.25, \
moonPhase == 2, 0.0, \ moonPhase == 2, 0.1, \
moonPhase == 3, 0.0, \ moonPhase == 3, 0.7, \
moonPhase == 4, 0.0, \ moonPhase == 4, 0.7, \
moonPhase == 5, 0.0, \ moonPhase == 5, 0.0, \
moonPhase == 6, 0.0, \ moonPhase == 6, 0.05, \
0.0 ), 5, 5) 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 # Biome uniforms
uniform.float.isJungles = smooth(6, if(in(biome,23,24,25), 1,0), 25,25) uniform.float.isJungles = smooth(6, if(in(biome,23,24,25), 1,0), 25,25)