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Add shader-driven tree beautification: wind sway, SSS, color variation, AO
- Vertex wind animation: 3-layer displacement (trunk/branch/leaf) with quadratic height scaling so bases stay grounded - Shadow pass: matching vertex displacement split into foliage/non-foliage passes, removed UV-wiggle approach - Leaf subsurface scattering: warm backlit glow when looking toward sun - Per-instance color variation: hue/brightness from position hash via flat varying to avoid interpolation flicker - Canopy ambient occlusion: height-based darkening of tree interiors - Detail normal perturbation: UV-only procedural normals to break flat cards - Bayer 4x4 ordered dither replacing sin-hash noise for alpha edges - Foliage skips shadow map sampling and specular to prevent flicker from swaying geometry sampling unstable shadow/highlight values
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11 changed files with 199 additions and 69 deletions
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@ -3975,7 +3975,7 @@ void Renderer::renderShadowPass() {
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wmoRenderer->renderShadow(currentCmd, lightSpaceMatrix);
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}
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if (m2Renderer) {
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m2Renderer->renderShadow(currentCmd, lightSpaceMatrix);
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m2Renderer->renderShadow(currentCmd, lightSpaceMatrix, globalTime);
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}
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if (characterRenderer) {
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characterRenderer->renderShadow(currentCmd, lightSpaceMatrix);
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