simplified translucent opacity nudging

the basic articulable principle is the thicker and less translucent a given object is, the more it mimics standard solid objects. the more transparent, the less light bounces back since it continues on uninterrupted, casuing less backscatter.
This commit is contained in:
AzaezelX 2025-12-16 15:46:37 -06:00
parent 37ef090137
commit 8d0fde4d1c
4 changed files with 10 additions and 8 deletions

View file

@ -3055,7 +3055,7 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
Var *ibl = (Var *)LangElement::find("ibl");
if (!ibl)
{
ibl = new Var("ibl", "float3");
ibl = new Var("ibl", "float4");
}
Var* eyePos = (Var*)LangElement::find("eyePosWorld");
@ -3086,7 +3086,7 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
//Reflection vec
String computeForwardProbes = String(" @ = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
computeForwardProbes += String("@,@,@,@,@,@,\r\n\t\t");
computeForwardProbes += String("@,@).rgb; \r\n");
computeForwardProbes += String("@,@); \r\n");
meta->addStatement(new GenOp(computeForwardProbes.c_str(), new DecOp(ibl), surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, refScaleArray, inRefPosArray, eyePos,
skylightCubemapIdx, SkylightDamp, BRDFTexture, WetnessTexture, accumTime, dampness,
@ -3100,7 +3100,7 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
ambient->constSortPos = cspPass;
}
meta->addStatement(new GenOp(" @.rgb *= @.rgb;\r\n", ibl, ambient));
meta->addStatement(new GenOp(" @.rgb = @.rgb;\r\n", curColor, ibl));
meta->addStatement(new GenOp(" @ = @;\r\n", curColor, ibl));
output = meta;
}

View file

@ -3143,7 +3143,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
Var* ibl = (Var*)LangElement::find("ibl");
if (!ibl)
{
ibl = new Var("ibl", "float3");
ibl = new Var("ibl", "float4");
}
Var* eyePos = (Var*)LangElement::find("eyePosWorld");
@ -3174,7 +3174,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
String computeForwardProbes = String(" @ = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
computeForwardProbes += String("@,@,TORQUE_SAMPLER2D_MAKEARG(@),TORQUE_SAMPLER2D_MAKEARG(@), @, @,\r\n\t\t");
computeForwardProbes += String("TORQUE_SAMPLERCUBEARRAY_MAKEARG(@),TORQUE_SAMPLERCUBEARRAY_MAKEARG(@)).rgb; \r\n");
computeForwardProbes += String("TORQUE_SAMPLERCUBEARRAY_MAKEARG(@),TORQUE_SAMPLERCUBEARRAY_MAKEARG(@)); \r\n");
meta->addStatement(new GenOp(computeForwardProbes.c_str(), new DecOp(ibl), surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, refScaleArray, inRefPosArray, eyePos,
skylightCubemapIdx, SkylightDamp, BRDFTexture, WetnessTexture, accumTime, dampness,
@ -3188,7 +3188,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
ambient->constSortPos = cspPass;
}
meta->addStatement(new GenOp(" @.rgb *= @.rgb;\r\n", ibl, ambient));
meta->addStatement(new GenOp(" @.rgb = @.rgb;\r\n", curColor, ibl));
meta->addStatement(new GenOp(" @ = @;\r\n", curColor, ibl));
output = meta;
}

View file

@ -608,7 +608,8 @@ vec4 computeForwardProbes(Surface surface,
return vec4(lerp((finalColor), surface.baseColor.rgb,surface.metalness),0);
else
{
return vec4(finalColor, 0);
float reflectionOpacity = min(surface.baseColor.a+surface.baseColor.a*length(finalColor),1.0);
return vec4(finalColor, reflectionOpacity);
}
}

View file

@ -613,7 +613,8 @@ float4 computeForwardProbes(Surface surface,
return float4(lerp((finalColor), surface.baseColor.rgb,surface.metalness),0);
else
{
return float4(finalColor, 0);
float reflectionOpacity = min(surface.baseColor.a+surface.baseColor.a*length(finalColor),1.0);
return float4(finalColor, reflectionOpacity);
}
}