Tweak fog light falloff & density

This commit is contained in:
Lauri Räsänen 2023-11-10 01:50:30 +02:00
parent 1c0b9aa63f
commit 7b752703ea
4 changed files with 22 additions and 15 deletions

View file

@ -8,6 +8,6 @@ const INV_SHADOW_SAMPLES = 1.0 / 25.0;
const FOG_MAX_STEPS = 20; const FOG_MAX_STEPS = 20;
const FOG_MAX_DIST = 300.0; const FOG_MAX_DIST = 300.0;
const FOG_SCALE = 0.01; const FOG_SCALE = 0.01;
const FOG_DENSITY = 1.0; const FOG_DENSITY = 2.0;
const FOG_ALPHA = 1.0; const FOG_ALPHA = 1.0;
const FOG_BLEND_DIST = 10.0; const FOG_BLEND_DIST = 10.0;

View file

@ -63,7 +63,7 @@ var s_roughness_metalness: 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 * 0.01;
p.y += global_uniforms.time * 0.1; 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) * 0.1;
return fbm(p); return fbm(p);
} }
@ -112,12 +112,12 @@ fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
let distance_to_volume = length(cam_to_volume); let distance_to_volume = length(cam_to_volume);
let direction = cam_to_volume / distance_to_volume; let direction = cam_to_volume / distance_to_volume;
// FIXME: t_geometry_depth is 0 // FIXME: t_geometry_depth is 0
// let geometry_depth = scene_depth(vert.clip_position) - distance_to_volume; var geometry_depth = scene_depth(vert.clip_position) - distance_to_volume;
// if (geometry_depth <= 0.0) geometry_depth = 3000.0;
// { if (geometry_depth <= 0.0)
// return vec4<f32>(0.0); {
// } return vec4<f32>(0.0);
let geometry_depth = 3000.0; }
let density = ray_march(vert.world_position.xyz, direction, geometry_depth); let density = ray_march(vert.world_position.xyz, direction, geometry_depth);
var in_light = 0.0; var in_light = 0.0;
@ -149,16 +149,16 @@ fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
in_light = 1.0; in_light = 1.0;
} }
var color = vec3<f32>(0.5, 0.5, 0.5); var base_color = vec3<f32>(mix(0.8, 0.4, density));
let ambient_strength = 0.02; let ambient_strength = 0.02;
let ambient_color = 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 = 0.0; let coef_a = 2.0;
let coef_b = 1.0; let coef_b = 4.0;
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;

View file

@ -21,6 +21,7 @@ impl RenderPass {
is_shadow: bool, is_shadow: bool,
has_transparency: bool, has_transparency: bool,
write_depth: bool, write_depth: bool,
cull_mode: Option<wgpu::Face>,
) -> Self { ) -> Self {
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some((label.to_owned() + " pipeline Layout").as_str()), label: Some((label.to_owned() + " pipeline Layout").as_str()),
@ -42,6 +43,7 @@ impl RenderPass {
is_shadow, is_shadow,
has_transparency, has_transparency,
write_depth, write_depth,
cull_mode,
); );
Self { pipeline } Self { pipeline }
@ -58,6 +60,7 @@ impl RenderPass {
is_shadow: bool, is_shadow: bool,
has_transparency: bool, has_transparency: bool,
write_depth: bool, write_depth: bool,
cull_mode: Option<wgpu::Face>,
) -> wgpu::RenderPipeline { ) -> wgpu::RenderPipeline {
let shader = device.create_shader_module(shader); let shader = device.create_shader_module(shader);
@ -101,7 +104,7 @@ impl RenderPass {
topology: wgpu::PrimitiveTopology::TriangleList, topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None, strip_index_format: None,
front_face: wgpu::FrontFace::Ccw, front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back), cull_mode: cull_mode,
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE // Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
polygon_mode: wgpu::PolygonMode::Fill, polygon_mode: wgpu::PolygonMode::Fill,
// Requires Features::DEPTH_CLIP_CONTROL // Requires Features::DEPTH_CLIP_CONTROL

View file

@ -156,7 +156,7 @@ impl State {
config.width, config.width,
config.height, config.height,
1, 1,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST, wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
true, true,
); );
@ -445,6 +445,7 @@ impl State {
true, true,
false, false,
true, true,
Some(wgpu::Face::Back),
); );
let geometry_pass = RenderPass::new( let geometry_pass = RenderPass::new(
@ -464,6 +465,7 @@ impl State {
false, false,
false, false,
true, true,
Some(wgpu::Face::Back),
); );
let light_debug_pass = RenderPass::new( let light_debug_pass = RenderPass::new(
@ -478,6 +480,7 @@ impl State {
false, false,
false, false,
true, true,
Some(wgpu::Face::Back),
); );
let fog_pass = RenderPass::new( let fog_pass = RenderPass::new(
@ -497,6 +500,7 @@ impl State {
false, false,
true, true,
false, false,
Some(wgpu::Face::Back),
); );
Self { Self {
@ -548,7 +552,7 @@ impl State {
self.config.width, self.config.width,
self.config.height, self.config.height,
1, 1,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST, wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
true, true,
); );
} }