vtastek
Things Ive noticed about the new 3.4 godray shader
LOVE it. much better than v 3
But for some reason the effect was so subtle i couldnt really notice a change at all untill I up'ed the values. Seems a bit odd to me so I was wondering if that could be a problem with something I have.
Also im not sure if other people could do it but i put the sample passes to 128 which made it look MUCH better. Didnt lose any fps, but like I said idk if others can to that.
And finally, offscreen rendering of the rays would make this shader VERY VERY nice. So i cant wait to see that =]
EDIT:
Night time rays dont seem to work.
EDIT2:
in regards to the night rays. It seems they do work. But I can only get a single ray to come off a star sometimes. And even when that happens it looks not quite right.
Also the sunset/sunrise time changes dont seem to do anything
As I mentioned earlier, there are too many variables. I tested for my vanilla game: HDR on, Bloom off with an empty glare texture. I tweaked the values for borderline between subtle and powerful. The first releases were using high exposure values but they weren't meant for final product. Rays should be subtle. I think this is a problem of relativity. You will get used to it.
The shader isn't that expensive, you did good for uping samples to 128. I believe if you play the game with high resolutions and big monitors it is advisable to up the sample number. But don't lower that number or effect will break.
For night time rays, I put it there for the lolz, it is nothing real.
For sunrise sunset timings, it is working here. But it can be my pathetic programming attempt too. I made it so it would blend nicely, it won't appear abruptly like the earlier version. Try with 'set timescale to 300' and see it for yourself.
I switched to the new godrays but I see no effect
In clear and cloudy weathers, time for sunsets and sunrises. You should see them.
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I was delighted at first, but i switched back to the old one, the new had problems displaying the rays around 11:00 am +/- one or two hours. looked like i had white spots on the screen.
but the underwater stuff was done really fine. :thumbsup:
Can I see some screens of that white spots. And what underwater stuff? :blink:
There is no real way to do that. The only time related changeable variables is to change the sunset and sunrise ray start times.
No I think the problem is something other than that. Although I could be wrong =P
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//Godrays(timely) v3.4 for Scanti's OGE(20.02.2010)//by vtastek/*TWEAKABLES START*///Number of passes for sunshafts#define NUM_SAMPLES 64//decrease to gain performance//but keep in mind effect will start to break//revealing the squarish nature of the lightshafts//FOV#define fov 75//setting this correctly is very important //or lights will move around as you look around//creating a searchlight effect//Exposure(intensity) values for sunshaftsfloat morningshaftex = 0.04f;float eveningshaftex = 0.20f;float goldendecay = 0.99;float noonshaftex = 0.49f;float noondecay = 0.63;float moonshaftex = 0.09f;float moondecay = 0.88;//Mornings are more powerful already//so I decreased it//noon is for noon and moon is for nights//you may get shafts for lightnings and moon maybe//goldendecay is for sunrise and sunset rays lengths//noondecay is noon rays length//Morning start-end hoursfloat startsunrise = 4.0f;float endsunrise = 10.0f;//start early for sunrise//Evening start-end hoursfloat startevening = 17.0f;float endevening = 21.0f;//end late for sunset//edit for remaining sunshaft propertiesfloat Density=0.9;float Weight=0.44;//edit for light colorness, lower the value for desaturated colors...static const float saturate = 0.540f;//decreasing may fix blue lights//Bright Pass valuesstatic const float Luminance = 0.44;static const float fMiddleGray = 0.99f;static const float fWhiteCutoff = 0.99f;//This shader is image based//this step(pass) determines how much of the sky will produce godrays//different skies may need different brightpass values/*TWEAKABLES END*/
I think there are plenty of tweakables. I don't think you should be playing with sunset sunrise timings unless you want to narrow it... narrower. I think I can add a global exposure multiplier in next version. But if you are getting rays when it is 'golden hours'(sunsets and sunrises), but not getting anything during noon(which was INTENTIONAL but also note it wasn't disabled completely, there is a nice sun glare effect in noon.), do this:
//Exposure(intensity) values for sunshaftsfloat morningshaftex = 0.04f;float eveningshaftex = 0.20f;float goldendecay = 0.99;float noonshaftex = 0.49f;float noondecay = 0.63;float moonshaftex = 0.09f;float moondecay = 0.88;
UP noondecay to default 0.99, but doing that will make noonshaftex too powerful compared to morningshaftex(posure) and eveningshaftex. You can change them to same number for morning and evening and half of it for noonshaftex. (0.30, 0.40, 0.20)
Tweak. Play.
Enjoy.
PS. I will add a global multiplier and it is proven that I should include subtle powerful versions of the same shader. But if you tweak and post your settings, be sure I will benefit from them while creating presets.
PPS. For cone effect, it may be the shader. I will look into it.
PPPS. Thanks for the feedback. I was worried actually, nobody complained about it, until now.