Merge pull request #1394 from Azaezel/alpha41/wetWipes

reduce redundant calcs for the dampen method.
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Brian Roberts 2025-02-25 23:36:50 -06:00 committed by GitHub
commit 7d431e48a2
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4 changed files with 20 additions and 43 deletions

View file

@ -124,7 +124,7 @@ void foliageProcessVert( inout float3 position,
in float3 eyePos ) in float3 eyePos )
{ {
// Assign the normal and tagent values. // Assign the normal and tagent values.
//normal = float3( 0, 0, 1 );//cross( gc_camUp, gc_camRight ); normal = float3( 0, 0, 1 );
T = gc_camRight; T = gc_camRight;
// Pull out local vars we need for work. // Pull out local vars we need for work.
@ -166,15 +166,6 @@ void foliageProcessVert( inout float3 position,
texCoord.x = uvSet.x + ( uvSet.z * sUVCornerExtent[corner].x ); texCoord.x = uvSet.x + ( uvSet.z * sUVCornerExtent[corner].x );
texCoord.y = uvSet.y + ( uvSet.w * sUVCornerExtent[corner].y ); texCoord.y = uvSet.y + ( uvSet.w * sUVCornerExtent[corner].y );
// Animate the normal to get lighting changes
// across the the wind swept foliage.
//
// TODO: Expose the 10x as a factor to control
// how much the wind effects the lighting on the grass.
//
normal.xy += wind.xy * ( 10.0 * texCoord.w );
normal = normalize( normal );
// Get the alpha fade value. // Get the alpha fade value.
float fadeStart = gc_fadeParams.x; float fadeStart = gc_fadeParams.x;

View file

@ -124,7 +124,7 @@ void foliageProcessVert( inout vec3 position,
in vec3 eyePos ) in vec3 eyePos )
{ {
// Assign the normal and tagent values. // Assign the normal and tagent values.
//normal = vec3( 0, 0, 1 );//cross( gc_camUp, gc_camRight ); normal = vec3( 0, 0, 1 );
T = gc_camRight; T = gc_camRight;
// Pull out local vars we need for work. // Pull out local vars we need for work.
@ -166,15 +166,6 @@ void foliageProcessVert( inout vec3 position,
texCoord.x = uvSet.x + ( uvSet.z * sUVCornerExtent[corner].x ); texCoord.x = uvSet.x + ( uvSet.z * sUVCornerExtent[corner].x );
texCoord.y = uvSet.y + ( uvSet.w * sUVCornerExtent[corner].y ); texCoord.y = uvSet.y + ( uvSet.w * sUVCornerExtent[corner].y );
// Animate the normal to get lighting changes
// across the the wind swept foliage.
//
// TODO: Expose the 10x as a factor to control
// how much the wind effects the lighting on the grass.
//
normal.xy += wind.xy * ( 10.0 * texCoord.w );
normal = normalize( normal );
// Get the alpha fade value. // Get the alpha fade value.
float fadeStart = gc_fadeParams.x; float fadeStart = gc_fadeParams.x;

View file

@ -393,21 +393,18 @@ void dampen(inout Surface surface, sampler2D WetnessTexture, float accumTime, fl
{ {
if (degree<=0.0) return; if (degree<=0.0) return;
vec3 n = abs(surface.N); vec3 n = abs(surface.N);
float ang = clamp(n.z, 0.04, 0.96);
float ang = dot(float3(0,0,-1),surface.N);
float grav = 2.0-pow(ang,3);
if (grav<0) grav*=-1.0;
float speed = accumTime*(1.0-surface.roughness)*grav; float speed = accumTime*(1.0-surface.roughness)*ang;
vec2 wetoffset = vec2(speed,speed/2)*0.1; vec2 wetoffset = vec2(speed,speed/2);
float wetness = texture(WetnessTexture, vec2(surface.P.xy*0.2+wetoffset)).b; float wetness = texture(WetnessTexture, vec2(surface.P.xy*0.1+wetoffset)).b;
wetness = lerp(wetness,texture(WetnessTexture,vec2(surface.P.zx*0.2+wetoffset)).b,n.y); wetness = lerp(wetness,texture(WetnessTexture,vec2(surface.P.zx*0.1+wetoffset)).b,n.y);
wetness = lerp(wetness,texture(WetnessTexture,vec2(surface.P.zy*0.2+wetoffset)).b,n.x); wetness = lerp(wetness,texture(WetnessTexture,vec2(surface.P.zy*0.1+wetoffset)).b,n.x);
wetness = pow(wetness,3)*degree; wetness = pow(wetness*ang*degree,3);
surface.roughness = lerp(surface.roughness,(1.0-wetness*surface.roughness)*0.92f+0.04f,ang); surface.roughness = lerp(surface.roughness, 0.04f, wetness);
surface.baseColor.rgb = lerp(surface.baseColor.rgb*(2.0-wetness),surface.baseColor.rgb,ang*surface.roughness); surface.baseColor.rgb = lerp(surface.baseColor.rgb, surface.baseColor.rgb*0.96+vec3(0.04,0.04,0.04), pow(wetness,5));
updateSurface(surface); updateSurface(surface);
} }

View file

@ -396,20 +396,18 @@ void dampen(inout Surface surface, TORQUE_SAMPLER2D(WetnessTexture), float accum
{ {
if (degree<=0.0) return; if (degree<=0.0) return;
float3 n = abs(surface.N); float3 n = abs(surface.N);
float ang = dot(float3(0,0,-1),surface.N); float ang = clamp(n.z, 0.04, 0.96);
float grav = 2.0-pow(ang,3);
if (grav<0) grav*=-1.0;
float speed = accumTime*(1.0-surface.roughness)*grav; float speed = accumTime*(1.0-surface.roughness)*ang;
float2 wetoffset = float2(speed,speed/2)*0.1; float2 wetoffset = float2(speed,speed/2);
float wetness = TORQUE_TEX2D(WetnessTexture, float2(surface.P.xy*0.2+wetoffset)).b; float wetness = TORQUE_TEX2D(WetnessTexture, float2(surface.P.xy*0.1+wetoffset)).b;
wetness = lerp(wetness,TORQUE_TEX2D(WetnessTexture,float2(surface.P.zx*0.2+wetoffset)).b,n.y); 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*0.2+wetoffset)).b,n.x); wetness = lerp(wetness,TORQUE_TEX2D(WetnessTexture,float2(surface.P.zy*0.1+wetoffset)).b,n.x);
wetness = pow(wetness,3)*degree; wetness = pow(wetness*ang*degree,3);
surface.roughness = lerp(surface.roughness,(1.0-wetness*surface.roughness)*0.92f+0.04f,ang); surface.roughness = lerp(surface.roughness, 0.04f, wetness);
surface.baseColor.rgb = lerp(surface.baseColor.rgb*(2.0-wetness),surface.baseColor.rgb,ang*surface.roughness); surface.baseColor.rgb = lerp(surface.baseColor.rgb, surface.baseColor.rgb*0.96+float3(0.04,0.04,0.04), pow(wetness,5));
surface.Update(); surface.Update();
} }