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Visual Effects Vol. 1 #14610
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
Tried it, works well. I'll try to find some time in today or tomorrow evening to do a proper review. |
Sorry. Very busy work week. Haven't gotten to it, yet. |
Left two nits... Looks pretty good otherwise. |
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 |
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. |
yeah thanks also any ideas for the god rays to have a setting to control the strength of it too |
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) |
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) |
yeah okay |
@sfan5 All good for you now? |
Can't use Liquid reflections, Node specular, Translucent foliag on Android (no option appears for any of those). If I have to guess its because of the dynamic shadows dependency? Why are dynamic shadows required for those effects? |
Well they all need the sun’s position. So that would explain part of it. |
That's actually more confusing now, why do you need dynamic shadows for that? Does the game not have any way to get the sun position at all without dynamic shadows or what? |
Correct the game does, however the shaders handle a good part of the usage of that. |
Reflections need shadows to correctly display, well, shadows. I guess this isn't strictly necessary but having these fancy light effects in the absence of basic shadows looks and is silly. Node specular needs shadows because else it applies everywhere which again looks silly. And translucent foliage needs them because otherwise all leaves and plantlike nodes would just appear to glow brightly when looking toward the sun. |
I disagree with doing it like this, there's a good number of games without shadows or with the option to disable shadows (because they can obviously be intensive) and have water reflections work just fine. |
I can understand that, not many can get them to look good enough without shadows. |
Folks. We have been through this.
I'm going to mark further discussions on this here as "offtopic". |
While I'm not sure if that's true as I'm not a developer but this exists, sun/moon position are part of the sky API to be used in shaders easily, a change introduced here: Even if it was the case that you need shadows enabled, I'm not so sure if that's a good enough reason to relay on them, seems like something that would need rectification down the line, you would need sun position for other things too that reliance on shadows being enabled doesn't make any sense for.
It seems only appropriate to discuss in the same PR that introduces the change, and I'm not sure if this would have a chance to be corrected if pushed for a later time, the reliance on shadows when it comes to water reflections is part of this PR.
😐 |
This comment was marked as off-topic.
This comment was marked as off-topic.
If it is out of scope for this PR I wouldn't mind opening an issue for that, unless it is something that can be corrected quickly/simple. Waiting on response from the PR author to understand how to move forward with this all in any case (or if it is possible at all for now). |
Do we want this or not? If we keep discussing here and try to make to make it perfect (including changing how Minetest handles unavailable features - by hiding them, or if/how shaders know about the direction of the sun) we'll never get this merged. In part that is why I find this discussion slightly frustrating. I've been trying to get someone else to review it so it can get merged - we can improve things afterwards. Now everyone is confused again about something that has nothing to do with the features of this PR, and so merging is put off again. @sfan5 Any further comments/requirements for this after @GefullteTaubenbrust2 's last updates? |
We absolutely want this. |
I do not see any change in the images. What features of this did you have enabled? Nothing? |
If you look at the distant terrain it has basically turned blue.
Of this PR: nothing at all. |
Related to this https://github.com/minetest/minetest/pull/14610/files#diff-2a880e6727c66ab010ea134fb7385b332c6b276b8fc033c527db88d6163e2036R572 and hence by design? |
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. |
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? |
yeah I see no problem either a new pr to make it a setting sounds great |
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. :) |
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? |
@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? |
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
shadow
field controls the color of the cloud's basetint
controls 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: