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Stabilize foliage shadows and smooth motion transitions
- keep shadow projection center fixed while moving to remove per-frame projection churn flicker - replace delayed post-move catch-up with immediate stop transition and idle smoothing - rework foliage shadow caster motion to use blended phase-shifted UV samples for continuous position transitions - reduce high-frequency foliage threshold popping by removing threshold warping path - sharpen terrain receive filtering with tuned 5-tap PCF weights/offset for more detailed shadows - raise shadow map resolution to 1536 and keep light-space texel snapping for stable sampling - set shadows enabled by default and lower global shadow strength from 0.65 to 0.62 - keep foliage animation speed consistent between moving and idle at 80%
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8 changed files with 111 additions and 54 deletions
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@ -101,6 +101,7 @@ struct M2ModelGPU {
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bool isSmoke = false; // True for smoke models (UV scroll animation)
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bool isSpellEffect = false; // True for spell effect models (skip particle dampeners)
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bool disableAnimation = false; // Keep foliage/tree doodads visually stable
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bool shadowWindFoliage = false; // Apply wind sway in shadow pass for foliage/tree cards
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bool hasTextureAnimation = false; // True if any batch has UV animation
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// Particle emitter data (kept from M2Model)
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