Tweak fog params

This commit is contained in:
Lauri Räsänen 2023-11-10 20:28:09 +02:00
parent c0f41045da
commit 496eabcb27
2 changed files with 11 additions and 12 deletions

View file

@ -5,9 +5,9 @@ const INV_SQRT_3 = 0.57735026918962576451; // 1 / sqrt(3)
// total = (2n + 1)^2 // total = (2n + 1)^2
const SHADOW_SAMPLES = 2; const SHADOW_SAMPLES = 2;
const INV_SHADOW_SAMPLES = 1.0 / 25.0; const INV_SHADOW_SAMPLES = 1.0 / 25.0;
const FOG_MAX_STEPS = 20; const FOG_MAX_STEPS = 30;
const FOG_MAX_DIST = 300.0; const FOG_STEP_SIZE = 5.0;
const FOG_SCALE = 0.01; const FOG_SCALE = 0.01;
const FOG_DENSITY = 2.0; const FOG_DENSITY = 2.0;
const FOG_ALPHA = 1.0; const FOG_ALPHA = 1.0;
const FOG_BLEND_DIST = 10.0; const FOG_BLEND_STEPS = 4;

View file

@ -47,9 +47,9 @@ var s_geometry_depth: sampler;
fn fog_noise(pos: vec3<f32>) -> f32 { fn fog_noise(pos: vec3<f32>) -> f32 {
var p = pos * FOG_SCALE; var p = pos * FOG_SCALE;
p.x += global_uniforms.time * 0.01; p.x += global_uniforms.time * 0.1;
p.y += global_uniforms.time * 0.2; p.y += global_uniforms.time * 0.2;
p.z += sin(global_uniforms.time * 0.1) * 0.1; p.z += sin(global_uniforms.time * 0.1) * 0.2;
return fbm(p); return fbm(p);
} }
@ -59,8 +59,8 @@ fn ray_march(origin: vec3<f32>, direction: vec3<f32>, scene_depth: f32) -> f32 {
for (var i = 0; i < FOG_MAX_STEPS; i++) for (var i = 0; i < FOG_MAX_STEPS; i++)
{ {
let noise = fog_noise(origin + direction * depth); let noise = fog_noise(origin + direction * depth);
depth += FOG_MAX_DIST / f32(FOG_MAX_STEPS); depth += FOG_STEP_SIZE;
let blend = min(depth / FOG_BLEND_DIST, 1.0); let blend = min(f32(i + 1) / f32(FOG_BLEND_STEPS), 1.0);
let contribution = FOG_DENSITY / f32(FOG_MAX_STEPS); let contribution = FOG_DENSITY / f32(FOG_MAX_STEPS);
density += blend * noise * contribution; density += blend * noise * contribution;
if (density >= 1.0) if (density >= 1.0)
@ -96,7 +96,6 @@ fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
} }
let density = ray_march(vert.world_position.xyz, direction, max_fog_depth); let density = ray_march(vert.world_position.xyz, direction, max_fog_depth);
// return vec4<f32>(1.0, 1.0, 1.0, density);
var in_light = 0.0; var in_light = 0.0;
if (global_uniforms.use_shadowmaps > 0u) { if (global_uniforms.use_shadowmaps > 0u) {
@ -127,16 +126,16 @@ fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
in_light = 1.0; in_light = 1.0;
} }
var base_color = vec3<f32>(mix(0.8, 0.4, density)); var base_color = vec3<f32>(mix(0.5, 0.1, density));
let ambient_strength = 0.02; let ambient_strength = 0.04;
let ambient_color = base_color * ambient_strength; let ambient_color = base_color * ambient_strength;
var radiance = vec3<f32>(0.0); var radiance = vec3<f32>(0.0);
if (in_light > 0.0) { if (in_light > 0.0) {
// attenuation // attenuation
let light_dist = length(light.position - vert.world_position.xyz); let light_dist = length(light.position - vert.world_position.xyz);
let coef_a = 2.0; let coef_a = 0.0;
let coef_b = 4.0; let coef_b = 1.0;
let light_attenuation = 1.0 / (1.0 + coef_a * light_dist + coef_b * light_dist * light_dist); let light_attenuation = 1.0 / (1.0 + coef_a * light_dist + coef_b * light_dist * light_dist);
radiance = light.color.rgb * light.color.a * light_attenuation * in_light; radiance = light.color.rgb * light.color.a * light_attenuation * in_light;