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Current, the fog is part of the hillshade/terrain shader, and thus only active on Terrain 3D mode.
If would be great also to have the fog in 2D.
Below, I've taken the terrain3d shader and just p…
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I've noticed that treating fog blocks as a block has made using them in world generation very janky. There should be other ways to implement them, such as:
- Make volumetric fog blocks on different…
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I would like to ask what is the physical significance of the results generated by **ahi/hsd**'s fog composites. The 3D matrix does not seem to confirm the exact distribution of this fog. Is there some…
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Valve Source Engine games from L4D1 onward use a radial technique for rendering fog which looks far better than the planer one method. Radial fog is missing from the Source Engine Blender Collection f…
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Polytone makes fog colors darker than they should be when using resource packs that have OptiFine fog colormaps.
The two versions I looked at where this occurs are 1.20.6-2.0.2 (Fabric) and 1.20-2.…
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Crashes observed in collisions Run [382461](https://cmsoms.cern.ch/cms/triggers/report?cms_run=382461). Error message:
```
----- Begin Fatal Exception 26-Jun-2024 14:33:41 CEST--------------------…
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This is the `clear image` :
![Screenshot from 2024-06-17 10-43-25](https://github.com/hgupta01/Weather_Effect_Generator/assets/95518276/4a9075ab-ccdd-4eb1-8a16-8f8bb3577839)
This is the `depth ima…
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### Description
Me and my team had limited to no vision around our heroes, units, and wards in a lot of spots around the map.
I tried to get some screenshots from the replay, but the issue wasn't vi…
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### Description
Just had an update and had no vision on midlane
Feels like a permanent nightstalker ulti
Hero had no vision mid, even with wards, tower had no vision
### Example Match ID (and …
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I suggest adding a replacement of the post processing, maybe add another slider, to fog-like effect. I find it adding more calm and realistic look.
```c
if(u_post_processing) {
//float …