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Adjusted night ambience
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@ -46,7 +46,10 @@ const vec3 NIGHT_LIGHT = vec3(5.0, 0.75, 0.2);
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// Linear RGB, scattering coefficients for atmosphere at roughly R, G, B wavelengths.
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// Linear RGB, scattering coefficients for atmosphere at roughly R, G, B wavelengths.
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//
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//
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// See https://en.wikipedia.org/wiki/Diffuse_sky_radiation
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// See https://en.wikipedia.org/wiki/Diffuse_sky_radiation
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const vec3 MU_SCATTER = vec3(0.05, 0.10, 0.23) * 1.5;
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//
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// The most realistic value is `vec3(0.05, 0.10, 0.23)`, but this looks bad in some cases, mostly because we don't
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// compensate for the dynamic range of the human eye vs the screen.
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const vec3 MU_SCATTER = vec3(0.15, 0.15, 0.23);
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const float SUN_COLOR_FACTOR = 5.0;//6.0;// * 1.5;//1.8;
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const float SUN_COLOR_FACTOR = 5.0;//6.0;// * 1.5;//1.8;
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const float MOON_COLOR_FACTOR = 5.0;//6.0;// * 1.5;//1.8;
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const float MOON_COLOR_FACTOR = 5.0;//6.0;// * 1.5;//1.8;
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@ -318,7 +321,9 @@ vec3 lightning_at(vec3 wpos) {
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float get_sun_diffuse2(DirectionalLight sun_info, DirectionalLight moon_info, vec3 norm, vec3 dir, vec3 wpos, vec3 mu, vec3 cam_attenuation, float surface_alt, vec3 k_a, vec3 k_d, vec3 k_s, float alpha, vec3 voxel_norm, float voxel_lighting, out vec3 emitted_light, out vec3 reflected_light) {
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float get_sun_diffuse2(DirectionalLight sun_info, DirectionalLight moon_info, vec3 norm, vec3 dir, vec3 wpos, vec3 mu, vec3 cam_attenuation, float surface_alt, vec3 k_a, vec3 k_d, vec3 k_s, float alpha, vec3 voxel_norm, float voxel_lighting, out vec3 emitted_light, out vec3 reflected_light) {
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const float MIN_SHADOW = 0.15;
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const float MIN_SHADOW = 0.15;
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const vec3 SUN_AMBIANCE = MU_SCATTER;//0.23;/* / 1.8*/;// 0.1 / 3.0;
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const vec3 SUN_AMBIANCE = MU_SCATTER;//0.23;/* / 1.8*/;// 0.1 / 3.0;
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const vec3 MOON_AMBIANCE = MU_SCATTER;//0.23;//0.1;
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// Boost moon ambiance, because we don't properly compensate for pupil dilation (which should occur *before* HDR,
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// not in the end user's eye). Also, real nights are too dark to be fun.
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const vec3 MOON_AMBIANCE = MU_SCATTER * 5;
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/* vec3 sun_dir = sun_info.dir;
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/* vec3 sun_dir = sun_info.dir;
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vec3 moon_dir = moon_info.dir; */
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vec3 moon_dir = moon_info.dir; */
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@ -117,7 +117,7 @@ impl GraphicsSettings {
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shadow: ShadowMode::Cheap,
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shadow: ShadowMode::Cheap,
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rain_occlusion: ShadowMapMode { resolution: 0.25 },
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rain_occlusion: ShadowMapMode { resolution: 0.25 },
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bloom: BloomMode::Off,
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bloom: BloomMode::Off,
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point_glow: 0.35,
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point_glow: 0.2,
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upscale_mode: UpscaleMode { factor: 0.65 },
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upscale_mode: UpscaleMode { factor: 0.65 },
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..self.render_mode
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..self.render_mode
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},
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},
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@ -146,7 +146,7 @@ impl GraphicsSettings {
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factor: BloomFactor::Medium,
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factor: BloomFactor::Medium,
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uniform_blur: false,
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uniform_blur: false,
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}),
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}),
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point_glow: 0.35,
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point_glow: 0.2,
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upscale_mode: UpscaleMode { factor: 0.85 },
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upscale_mode: UpscaleMode { factor: 0.85 },
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..self.render_mode
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..self.render_mode
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},
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},
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@ -175,7 +175,7 @@ impl GraphicsSettings {
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factor: BloomFactor::Medium,
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factor: BloomFactor::Medium,
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uniform_blur: true,
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uniform_blur: true,
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}),
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}),
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point_glow: 0.35,
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point_glow: 0.2,
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upscale_mode: UpscaleMode { factor: 1.0 },
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upscale_mode: UpscaleMode { factor: 1.0 },
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..self.render_mode
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..self.render_mode
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},
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},
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@ -204,7 +204,7 @@ impl GraphicsSettings {
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factor: BloomFactor::Medium,
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factor: BloomFactor::Medium,
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uniform_blur: true,
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uniform_blur: true,
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}),
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}),
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point_glow: 0.35,
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point_glow: 0.2,
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upscale_mode: UpscaleMode { factor: 1.25 },
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upscale_mode: UpscaleMode { factor: 1.25 },
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..self.render_mode
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..self.render_mode
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},
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},
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