Kelsi
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ef1e5abe8e
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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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2026-02-23 03:53:50 -08:00 |
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