Open shadowmage45 opened 4 years ago
Banding on horizon on occluding object is present in the reference/demo scene:
Though, notably, not nearly as bad (likely due to the very small size of the sphere, compared to the enormous mountains and geometry I use for testing)...
Much of the banding appears to actually be caused by some of the 'shading' effects, and appears fairly appropriate in some setups:
What is not known, however, is what causes the partial-transparency of the obstructing objects at some view angles and camera heights:
Or the issues with the fully-lit scene:
Note the random 'pop-out' pixels on the band along the horizon.
Oh yeah. I don't have words...this is amazing. @shadowmage45 Do you have any PayPal or patreon account? I'd like to buy you a coffee or two :)
Thanks for the support and appreciation. Not sure that anything functional or usable will come out of all of this, mostly working on it for... fun? I guess; something 'new' to do, and some new horizons to explore. Likely will make it into the game at some point, but no promises, either towards the timing or if it will ever be included.
Donation button can be found at the bottom of the SSTU page, if interested ( https://forum.kerbalspaceprogram.com/index.php?/topic/117090-wip18x-sstulabs-low-part-count-solutions-orbiters-landers-lifters-dev-thread-11-18-18/ ). Back when I was doing Minecraft modding I looked into Patreon a bit, but wasn't too fond of their model (too much like a real job...).
Of course, with all that said, I love coffee :)
Will be based on Bruneton's Improved Scattering.
KSP Implementation TODO:
Known Issues & TODO (Shader and Effect Implementations):
Model
gets its ownPropertySheet
for binding to, run these in the effect loop.[ ] This would have to be done as a second pass, using different 'sun' coordinates and much lower exposure, and then added into the first. Can utilize the same
Model
as the sunlit pass as the atmospheric properties are the same. (maybe? there is the whole 'solar luminance' input stuff..)Will also be investigating the inclusion of some built-in basic atmospheric scattering effects (very simple stuff). https://forum.unity.com/threads/vapor-volumetric-scattering-open-source.500634/ https://github.com/Scrawk/Brunetons-Improved-Atmospheric-Scattering https://github.com/Scrawk/Brunetons-Atmospheric-Scatter https://www.alanzucconi.com/2017/10/10/atmospheric-scattering-1/ https://davidson16807.github.io/tectonics.js//2019/03/24/fast-atmospheric-scattering.html https://www.alanzucconi.com/2019/09/13/believable-caustics-reflections/ https://github.com/GuitarBro/VolumeCloud/tree/StackV2 https://github.com/yangrc1234/VolumeCloud https://github.com/yangrc1234/AtmosphereScatter https://gamedev.stackexchange.com/questions/131978/shader-reconstructing-position-from-depth-in-vr-through-projection-matrix/140924#140924 https://forum.unity.com/threads/world-space-position-in-a-post-processing-shader.114392/ https://answers.unity.com/questions/1584649/how-do-you-port-old-shaders-to-hlsl-so-they-work-w.html https://forum.unity.com/threads/screen-space-multiple-scattering.446647/page-3#post-3316350 fix for world-space recomposition from fulscreen triangle bullshit https://grrava.blogspot.com/2018/08/more-foggy-adventures.html https://michaldrobot.com/2014/04/01/gcn-execution-patterns-in-full-screen-passes/ https://github.com/SlightlyMad/VolumetricLights -- volumetric shadows (light shadow map grab with command buffer IMPORTANT) https://catlikecoding.com/unity/tutorials/rendering/part-7/ -- shadow rendering https://www.shadertoy.com/view/ldSGzR -- screen-space bump mapping https://medium.com/@shahriyarshahrabi/custom-shadow-mapping-in-unity-c42a81e1bbf8 https://github.com/IRCSS/UnityRaymarching