Add some constant density to fog, remove blend for first steps
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5497e8d6ce
commit
2d0ce913f9
1 changed files with 19 additions and 6 deletions
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@ -58,7 +58,7 @@ fn fog_noise(pos: vec3<f32>) -> f32 {
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p2.z += sin(global_uniforms.time * 0.1) * 0.5;
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let noise2 = fbm(p2);
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return 0.8 * noise1 + 0.2 * noise2;
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return 0.8 * noise1 + 0.15 * noise2 + 0.05;
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}
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fn ray_march(origin: vec3<f32>, direction: vec3<f32>, max_depth: f32, max_steps: i32, step_size: f32, fog_density: f32) -> vec2<f32> {
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@ -72,9 +72,8 @@ fn ray_march(origin: vec3<f32>, direction: vec3<f32>, max_depth: f32, max_steps:
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break;
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}
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let noise = fog_noise(origin + direction * depth);
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let blend = min(f32(i + 1) / f32(FOG_BLEND_STEPS), 1.0);
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let contribution = fog_density / f32(max_steps);
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density += blend * noise * contribution;
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density += noise * contribution;
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if (density >= 1.0)
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{
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density = 1.0;
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@ -87,7 +86,14 @@ fn ray_march(origin: vec3<f32>, direction: vec3<f32>, max_depth: f32, max_steps:
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fn ray_march_fog(origin: vec3<f32>, direction: vec3<f32>, scene_depth: f32) -> vec3<f32> {
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// march into the fog volume
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let fog_march = ray_march(origin, direction, scene_depth, FOG_MAX_STEPS, FOG_STEP_SIZE, FOG_DENSITY);
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let fog_march = ray_march(
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origin,
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direction,
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scene_depth,
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FOG_MAX_STEPS,
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FOG_STEP_SIZE,
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FOG_DENSITY
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);
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let fog_density = fog_march.x;
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let fog_depth = fog_march.y;
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let fog_end_position = origin + direction * fog_depth;
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@ -96,7 +102,14 @@ fn ray_march_fog(origin: vec3<f32>, direction: vec3<f32>, scene_depth: f32) -> v
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let fog_to_light = light.position - fog_end_position;
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let max_light_dist = length(fog_to_light);
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let light_direction = fog_to_light / max_light_dist;
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let light_march = ray_march(fog_end_position, light_direction, max_light_dist, FOG_LIGHT_MAX_STEPS, FOG_LIGHT_STEP_SIZE, FOG_LIGHT_DENSITY);
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let light_march = ray_march(
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fog_end_position,
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light_direction,
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max_light_dist,
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FOG_LIGHT_MAX_STEPS,
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FOG_LIGHT_STEP_SIZE,
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FOG_LIGHT_DENSITY
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);
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let occlusion = light_march.x;
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return vec3<f32>(fog_density, fog_depth, occlusion);
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@ -127,7 +140,7 @@ fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
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let fog_depth = march_result.y;
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let occlusion = march_result.z;
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var base_color = vec3<f32>(mix(0.5, 0.1, fog_density));
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let base_color = vec3<f32>(mix(0.5, 0.1, fog_density));
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let ambient_strength = 0.05;
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let ambient_color = base_color * ambient_strength;
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