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Visual Effects Vol. 1 #14610
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Visual Effects Vol. 1 #14610
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Revert changes to shadow strength, this probably warrants discussion later. Also, the objects shader was missing this anyway.
Fix bad whitespaces
- "Node reflections" renamed to "node specular" - Fixed goofy artefacts for the foliage effects
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Tried it, works well. I'll try to find some time in today or tomorrow evening to do a proper review. |
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Sorry. Very busy work week. Haven't gotten to it, yet. |
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Left two nits... Looks pretty good otherwise. |
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yeah I like the reflective water too I think it looks good although you can always change it to look a bit different if you don't like it tho |
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Yeah the water is a bit goofy with slopes… It looks awkward without the reflections, and smoothing the normals isn’t exactly trivial, but I‘ll look into it. |
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yeah thanks also any ideas for the god rays to have a setting to control the strength of it too |
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Can the water reflections be generalized to other nodes? Like having nodes specify (possibly animated) normal maps together with an option to enable it? |
probably out of scope but i like the idea. maybe also a option to specify a cube map (to reflect from) , oh and maybe costum node shaders in lua ? , yeah definitely out of scope. |
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is there a way to fix this problem you place a full block over the water and the water glitches out with shaders on the screenshot doesn't work |
did you enable waving water by any chance , if so try disabling it (it sometimes does not render water under block correctly) |
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yep I have waving shaders enabled just disabled it now it renders the water properly but I want the shaders to be on as the liquid shows as a full block and I don't like that I prefer the water to be at least a node below the full block |
make a github issue, i think the bug is in water shader as it is a bug even without using GefTau's shader (just with stock minetest) |
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yeah okay |
I do not see any change in the images. What features of this did you have enabled? Nothing? |
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If you look at the distant terrain it has basically turned blue.
Of this PR: nothing at all. |
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Related to this https://github.com/minetest/minetest/pull/14610/files#diff-2a880e6727c66ab010ea134fb7385b332c6b276b8fc033c527db88d6163e2036R572 and hence by design? |
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To be clear I don't think it's a problem. Just wanted to make sure it's intentional and we don't get anyone complaining about a compatibility break later. |
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I'm also happy to remove that part of the code, as it does not seem to be required by any of the other features. Let's wait for @GefullteTaubenbrust2 to chime in. We're on the end-stretch here :) |
It is, so shouldn't cause technical issues, but it probably should be a setting actually... But if you think it's not a problem maybe that could be a separate PR so we get this merged first? |
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yeah I see no problem either a new pr to make it a setting sounds great |
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OK... I'll propose to get this merged, and then we file minor PRs to address things like this - if even needed. I am also interested into the tinted sunlight that the original PR had - and probably some more features. :) |
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This has to be one of the most active yet delayed PR's I can remember. Which is understandable since we want to get it right, but it will be great to see the system finally in the engine following all the great improvements on shaders lately. One thing I've been wondering is if reflections will be possible on things other than water: It would be nice if the shader could also be used to make shiny metal and similar. Though I suspect that isn't its intent at least for the time being: Could that at least be possible in the future? |
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@GefullteTaubenbrust2 Thanks for your perseverance! @MirceaKitsune Agreed. I finally merged it. Hopefully additional features can now be done more quickly. As for more reflections... There's #14828 and other future improvements. In any case I think it's great to have this simpler water reflection for less performant H/W. |
Absolutely no problem, awesome to have it merged now, thanks to everyone for your feedback! Edit: Or do you reckon a separate PR for the fog would be better? |
IMHO, whatever makes the most sense... As long as the PRs are somewhat easy to review, engineers have a pretty short attention span :) |
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@GefullteTaubenbrust2 In any case, looking forward to ... vol 2 :) |
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one minor thing I did notice was it deliberate for godrays to no longer shine through leaves or was it accidental? or maybe I am not noticing it as much |
They still do, but aren‘t as visible at close range. This is to emulate the way real volumetrics work, but to be quite honest should be optional and might need work too. I will address this in the next PR… |
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yeah um maybe add a setting to select what way you want the godrays to look like in the game? either to look like in this pr or the older godrays version or something |
This PR adds a variety of effects to enhance the visual experience.
"soft" clouds look
Tinted shadows
Crude water reflections (sky and sun) and waves
Translucent foliage
Node specular highlights
Adjusted fog color (more saturated where the fog is lighter)
Minor changes to volumetric lighting (crudely simulates the effect of depth)
Co-authored-by: sfan5 <sfan5@live.de>
…i-org#15197) * Fix uninitialized shadow tint This resulted in shadows having a different, random color each time I started a game * Fix formatting mistakes from the same PR
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was also thinking can there be away for more frames for smoother moving shadows on more modern pc's like 1 to 16 is what we have now but if possible to have it to 32 to 64 frames too? |




This PR is based on #14508 and adds a variety of effects to enhance the visual experience. To this end, it makes changes to shader code, as well as the engine source code, the Lua API and settings.
List of Features and Changes
Lua API additions
shadowfield controls the color of the cloud's basetintcontrols shadow color{ r = 0, g = 0, b = 0}{ r = 0, g = 50, b = 180 }Settings
Screenshots
To do
This PR is Ready for Review.
How to test
For most features, simply change the game settings. Of course, the game you use should support dynamic shadows and volumetrics.
The added Lua properties can be used like so: