View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000557 | Medieval Engineers | Enhancement | public | 2026-03-18 13:57 | 2026-03-18 13:57 |
| Reporter | peaceman | Assigned To | |||
| Priority | normal | Severity | tweak | Reproducibility | have not tried |
| Status | new | Resolution | open | ||
| Platform | Windows | ||||
| Summary | 0000557: Shader adjustments | ||||
| Description | In Globals.hlsli change 200 to 2000 in float invZ = clamp(1 + linearZ / 200, 0.01, 1); Another shader adjustment that would be nice to have is in Clouds.hsls float shadingMultiplier = clamp(pow(abs((1 - dot(input.normal, frame_.Light.directionalLightVec)) / 2), 2.0), 0.025, 1); with: // Planet-scale day/night from cloud shell position // If this lights the wrong side, remove the minus sign. // Sun angle relative to the viewer-side horizon // Manual smoothstep for broad global sunset fade // Manual smoothstep for local day/night band // Local cloud detail lighting // Final lighting float cloudAlpha = saturate(alphaSample * edgeFactor); // Extra thickness where sunlit clouds would otherwise let the sun through output.rgb = colorSample * edgeFactor * lighting; | ||||
| Tags | No tags attached. | ||||
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2026-03-18 13:57 | peaceman | New Issue |