Merge pull request #1709 from Azaezel/alpha41/DampDir
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dampness rework
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Areloch 2026-04-08 23:42:38 -05:00 committed by GitHub
commit 5796f0ea07
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2 changed files with 23 additions and 29 deletions

View file

@ -434,25 +434,22 @@ void dampen(inout Surface surface, sampler2D WetnessTexture, float accumTime, fl
{
if (degree<=0.0) return;
vec3 n = abs(surface.N);
float ang = clamp(n.z, 0.04, 0.96);
float ang = 1.1-(abs(surface.N.z)*sign(surface.N.z));
float speed = -accumTime*(1.0-surface.linearRoughnessSq)*clamp((2.0-ang), 0.04, 0.96);
if ((n.x > 0.0) || (n.y > 0.0))
speed *= -1.0;
vec2 wetoffset = vec2(speed,speed)*0.1;
float speed = accumTime * (1.0 - surface.linearRoughnessSq);
vec3 wetoffset = (surface.P+vec3(speed,speed,speed)) * 0.33;
vec3 wetNormal = texture(WetnessTexture, float2(surface.P.xy*0.1+wetoffset)).xyz;
wetNormal = lerp(wetNormal,texture(WetnessTexture,float2(surface.P.zx*0.1+wetoffset)).rgb ,n.y);
wetNormal = lerp(wetNormal,texture(WetnessTexture,float2(surface.P.zy*0.1+wetoffset)).rgb ,n.x);
surface.N = lerp(surface.N, wetNormal, degree);
vec3 wetNormal = texture(WetnessTexture, wetoffset.xy).xyz * (1.1-(n.z* n.z));
wetNormal = lerp(wetNormal, texture(WetnessTexture, wetoffset.zx).rgb, n.y);
wetNormal = lerp(wetNormal, texture(WetnessTexture, wetoffset.zy).rgb, n.x);
wetNormal = normalize(wetNormal);
float wetness = wetNormal.b* degree;
float wetness = texture(WetnessTexture, vec2(surface.P.xy*0.1+wetoffset)).b;
wetness = lerp(wetness,texture(WetnessTexture,vec2(surface.P.zx*0.1+wetoffset)).b,n.y);
wetness = lerp(wetness,texture(WetnessTexture,vec2(surface.P.zy*0.1+wetoffset)).b,n.x);
wetness = pow(wetness*ang*degree,3);
wetNormal = normalize(wetNormal * 2.0 - 1.0);
surface.N = normalize(vec3(surface.N.xy + wetNormal.xy * wetness, surface.N.z));
surface.roughness = lerp(surface.roughness, 0.04f, wetness);
surface.baseColor.rgb = lerp(surface.baseColor.rgb, surface.baseColor.rgb*0.6+float3(0.4,0.4,0.4)*wetness, wetness);
surface.baseColor = vec4(lerp(surface.baseColor.rgb, surface.baseColor.rgb*0.6+vec3(0.4,0.4,0.4)*wetness, wetness), max(surface.baseColor.a, 0.4* wetness));
surface.metalness = lerp(surface.metalness, 0.96, wetness);
updateSurface(surface);
}

View file

@ -436,25 +436,22 @@ void dampen(inout Surface surface, TORQUE_SAMPLER2D(WetnessTexture), float accum
{
if (degree<=0.0) return;
float3 n = abs(surface.N);
float ang = clamp(n.z, 0.04, 0.96);
float ang = 1.1-(abs(surface.N.z)*sign(surface.N.z));
float speed = -accumTime*(1.0-surface.linearRoughnessSq)*clamp((2.0-ang), 0.04, 0.96);
if ((n.x > 0.0) || (n.y > 0.0))
speed *= -1.0;
float2 wetoffset = float2(speed,speed)*0.1;
float speed = accumTime * (1.0 - surface.linearRoughnessSq);
float3 wetoffset = (surface.P+float3(speed,speed,speed)) * 0.33;
float3 wetNormal = TORQUE_TEX2D(WetnessTexture, float2(surface.P.xy*0.1+wetoffset)).xyz;
wetNormal = lerp(wetNormal,TORQUE_TEX2D(WetnessTexture,float2(surface.P.zx*0.1+wetoffset)).rgb ,n.y);
wetNormal = lerp(wetNormal,TORQUE_TEX2D(WetnessTexture,float2(surface.P.zy*0.1+wetoffset)).rgb ,n.x);
surface.N = lerp(surface.N, wetNormal, degree);
float wetness = TORQUE_TEX2D(WetnessTexture, float2(surface.P.xy*0.1+wetoffset)).b;
wetness = lerp(wetness,TORQUE_TEX2D(WetnessTexture,float2(surface.P.zx*0.1+wetoffset)).b,n.y);
wetness = lerp(wetness,TORQUE_TEX2D(WetnessTexture,float2(surface.P.zy*0.1+wetoffset)).b,n.x);
wetness = pow(wetness*ang*degree,3);
float3 wetNormal = TORQUE_TEX2D(WetnessTexture, wetoffset.xy).xyz * (1.1-(n.z* n.z));
wetNormal = lerp(wetNormal, TORQUE_TEX2D(WetnessTexture, wetoffset.zx).rgb, n.y);
wetNormal = lerp(wetNormal, TORQUE_TEX2D(WetnessTexture, wetoffset.zy).rgb, n.x);
wetNormal = normalize(wetNormal);
float wetness = wetNormal.b* degree;
wetNormal = normalize(wetNormal * 2.0 - 1.0);
surface.N = normalize(float3(surface.N.xy + wetNormal.xy * wetness, surface.N.z));
surface.roughness = lerp(surface.roughness, 0.04f, wetness);
surface.baseColor.rgb = lerp(surface.baseColor.rgb, surface.baseColor.rgb*0.6+float3(0.4,0.4,0.4)*wetness, wetness);
surface.baseColor = float4(lerp(surface.baseColor.rgb, surface.baseColor.rgb * 0.6 + float3(0.4, 0.4, 0.4) * wetness, wetness), max(surface.baseColor.a, 0.4* wetness));
surface.metalness = lerp(surface.metalness, 0.96, wetness);
surface.Update();
}