[quote name='vtastek' post='15287627' date='Nov 5 2009, 09:38 AM']Hi solid,
with sunshafts you can define the sun radius.
// tweakables#define fov 75#define N 20 // Number of iterations#define raysunradius 0.25 // Radius around sun center that emits rays#define raystrength 2.55 // Brightness of sun rays#define rayfalloff 2.10 // Falloff of sun rays#define rayfalloffconst 0.500 // Increase to increase minimum 'length' of sun rays#define raysunfalloff 1.5 // Ray strength falloff exponent#define centervis 0.3 // Ray opacity at center of sun#define sunrayocclude 0.75 // How much sun rays will 'overwrite' original image#define brightnessadd 1.25 // Additional sun ray color brightness for very bright rays#define offscreenrange 0.5 // Maximum offscreen position of sun before rays vanish#define sundisc 1 // Draws additional sun disc. 0 disables#define sundiscradius 0.01 // Radius of sun disc#define sundiscbrightness 1.6 // Brightness of sun disc#define sundiscdesaturate 0.3 // Desaturation of sun disc color, negative values for more saturation#define sundiscocclude 0.75 // How much the sun disc will 'overwrite' original image#define underwatersun 1 // Draws sun disc from under water as well. 0 disables#define horizonclipping 1 // Prevents the sun disc from being drawn below the horizon. Might cause an FPS hit.// end
hopefully the settings above will do alright. I lowered the sunradious to 0.01...
i don't know if I can go any lower then that. i'll be back with screens if it turned out good.
as for shaders, I only had "hook texture loads" unchecked, but I checked that now.
ok, i'm off to testing thanks for helping, I'm going to see if i can darken the SSAO once I get that depthbuffer working... if it exist.