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Shaders: Remove special handling for liquids. #4670
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Also, underwater screenshots please. |
I didn't compare with before, but the underwater experience after this patch looks great as well. |
For more foggy water, we could either increase the range of the fog from 60% to (say) 80% so that over water fog would set in earlier, or we could shorten the range over water, so that the water surface would disappear in the fog earlier (or both). The would be quite a different patch. |
Tried a quick change with more foggy water. Doesn't quite work, since then the water and the underwater "land" have different fog ranges. We would then have to detect land that is underwater and also shorten its fog range. |
No worries, this is already a good step forward I feel. |
FYI this looks great at dusk/dawn as well. |
👍 |
Will look at something like this later: http://www.cescg.org/CESCG-2004/web/Zdrojewska-Dorota/ |
👍 |
will be nice to have much shorter view range in water |
👍 |
I do have another small, tactical change...
I was experimenting making water less transparent in the distance, when I realized the entire code is weird.
Currently we make water more transparent in the distance. At the max distance it is 100% transparent (presumably so that it is no longer visible). That's a hack, IMHO.
Instead we should just subject the water to the regular fog calculation, not only is the code slightly simpler, it also makes the water look more real.
Screenshots...
With patch:
Without (note how the water is more transparent in the distance):
Have a look.