Conversation
Introduce sky_sunTransmittance() in Sky_inc.hlsl: marches from a given point to the top of atmosphere along the sun direction and returns exp(-tau), the fraction of sunlight not scattered away. getSunDirLight() uses it to compute the direct solar beam color inline in the shader. Mirror the same transmittance march on the CPU (computeSunDirLight) so SkyData._sunDirLight stays in sync with sun direction and intensity changes, keeping the GPU buffer consistent. Fix ModelPart and Heightmap shaders: separate ambient (SH irradiance * albedo) from direct (getSunDirLight() through the PBR BRDF), replacing the previous SkyColor(sunDir) which was returning scattered glow rather than the direct beam.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Introduce sky_sunTransmittance() in Sky_inc.hlsl: marches from a given point to the top of atmosphere along the sun direction and returns exp(-tau), the fraction of sunlight not scattered away. getSunDirLight() uses it to compute the direct solar beam color inline in the shader.
Mirror the same transmittance march on the CPU (computeSunDirLight) so SkyData._sunDirLight stays in sync with sun direction and intensity changes, keeping the GPU buffer consistent.
Fix ModelPart and Heightmap shaders: separate ambient (SH irradiance * albedo) from direct (getSunDirLight() through the PBR BRDF), replacing the previous SkyColor(sunDir) which was returning scattered glow rather than the direct beam.