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https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-12 02:08:18 +08:00
Reduce cloud light leaking around edges
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598eac0266
commit
94e03d8ac4
6 files changed
+52
-25
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@@ -387,7 +387,7 @@ void main() {
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#endif
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vec3 viewPos = toScreenSpace_DH(texcoord/RENDER_SCALE - TAA_Offset*texelSize*0.5, z, DH_depth1);
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vec3 playerPos = mat3(gbufferModelViewInverse) * viewPos;
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// vec3 playerPos = mat3(gbufferModelViewInverse) * viewPos;
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float depth = z;
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float depth0 = z0;
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@@ -408,7 +408,7 @@ void main() {
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_far = far*4.0;
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if (depth0 >= 1.0) {
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depth0 = DH_depth1;
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depth0 = DH_depth0;
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_near = dhNearPlane;
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_far = dhFarPlane;
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}
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@@ -627,6 +627,12 @@ vec4 BilateralUpscale_VLFOG(sampler2D tex, sampler2D depth, float referenceDepth
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float threshold = referenceDepth * 0.05;
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#endif
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#ifdef HQ_CLOUD_UPSAMPLE
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const int samples = 9;
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#else
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const int samples = 5;
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#endif
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vec2 coord = gl_FragCoord.xy - 1.5;
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vec2 UV = coord;
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const ivec2 SCALE = ivec2(1.0/VL_RENDER_RESOLUTION);
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@@ -634,27 +640,32 @@ vec4 BilateralUpscale_VLFOG(sampler2D tex, sampler2D depth, float referenceDepth
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ivec2 UV_COLOR = ivec2(UV*VL_RENDER_RESOLUTION);
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ivec2 UV_NOISE = ivec2(gl_FragCoord.xy*texelSize + 1);
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ivec2 OFFSET[5] = ivec2[](
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ivec2(-1,-1),
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ivec2( 1, 1),
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ivec2(-1, 1),
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ivec2( 1,-1),
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ivec2( 0, 0)
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);
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ivec2 OFFSET[9] = ivec2[](
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ivec2(-1,-1),
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ivec2( 1, 1),
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ivec2(-1, 1),
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ivec2( 1,-1),
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ivec2( 0, 0),
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ivec2( 0, 1),
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ivec2( 0,-1),
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ivec2( 1, 0),
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ivec2(-1, 0)
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);
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for(int i = 0; i < 5; i++) {
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for(int i = 0; i < samples; i++) {
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#ifdef DISTANT_HORIZONS
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float offsetDepth = sqrt(texelFetch2D(depth, UV_DEPTH + (OFFSET[i] + UV_NOISE) * SCALE,0).a/65000.0);
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#else
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float offsetDepth = ld(texelFetch2D(depth, UV_DEPTH + (OFFSET[i] + UV_NOISE) * SCALE, 0).r);
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#endif
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float edgeDiff = abs(offsetDepth - referenceDepth) < threshold ? 1.0 : 1e-7;
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float edgeDiff = abs(offsetDepth - referenceDepth) < threshold ? 1.0 : 0.0;
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vec4 offsetColor = texelFetch2D(tex, UV_COLOR + OFFSET[i] + UV_NOISE, 0).rgba;
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colorSum += offsetColor*edgeDiff;
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edgeSum += edgeDiff;
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}
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if (edgeSum == 0.0) return vec4(0.0);
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return colorSum/edgeSum;
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}
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@@ -325,6 +325,12 @@ vec4 bilateralUpsample(out float outerEdgeResults, float referenceDepth, sampler
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vec4 colorSum = vec4(0.0);
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float edgeSum = 0.0;
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float threshold = 0.005;
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#ifdef HQ_CLOUD_UPSAMPLE
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const int samples = 9;
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#else
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const int samples = 5;
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#endif
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vec2 coord = gl_FragCoord.xy - 1.5;
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@@ -334,15 +340,19 @@ vec4 bilateralUpsample(out float outerEdgeResults, float referenceDepth, sampler
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ivec2 UV_COLOR = ivec2(UV*VL_RENDER_RESOLUTION);
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ivec2 UV_NOISE = ivec2(gl_FragCoord.xy*texelSize + 1);
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ivec2 OFFSET[5] = ivec2[](
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ivec2 OFFSET[9] = ivec2[](
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ivec2(-1,-1),
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ivec2( 1, 1),
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ivec2(-1, 1),
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ivec2( 1,-1),
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ivec2( 0, 0)
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ivec2( 0, 0),
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ivec2( 0, 1),
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ivec2( 0,-1),
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ivec2( 1, 0),
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ivec2(-1, 0)
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);
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for(int i = 0; i < 5; i++) {
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for(int i = 0; i < samples; i++) {
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#ifdef DISTANT_HORIZONS
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float offsetDepth = sqrt(texelFetch2D(depth, UV_DEPTH + (OFFSET[i] + UV_NOISE) * SCALE,0).z/65000.0);
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@@ -350,7 +360,7 @@ vec4 bilateralUpsample(out float outerEdgeResults, float referenceDepth, sampler
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float offsetDepth = linearize(texelFetch2D(depth, UV_DEPTH + (OFFSET[i] + UV_NOISE) * SCALE, 0).r);
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#endif
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float edgeDiff = abs(offsetDepth - referenceDepth) < threshold ? 1.0 : 1e-7;
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float edgeDiff = abs(offsetDepth - referenceDepth) < threshold ? 1.0 : 0.0;
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outerEdgeResults = max(outerEdgeResults, abs(referenceDepth - offsetDepth));
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vec4 offsetColor = texelFetch2D(colortex0, UV_COLOR + OFFSET[i] + UV_NOISE, 0).rgba;
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@@ -358,6 +368,7 @@ vec4 bilateralUpsample(out float outerEdgeResults, float referenceDepth, sampler
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edgeSum += edgeDiff;
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}
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if (edgeSum == 0.0) return vec4(0.0);
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outerEdgeResults = outerEdgeResults > (hand ? 0.005 : referenceDepth*0.05 + 0.1) ? 1.0 : 0.0;
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@@ -1,6 +1,6 @@
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option.SHADER_VERSION_LABEL = §dECLIPSE§r - A Bliss Edit
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prefix.SHADER_VERSION_LABEL = V
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value.SHADER_VERSION_LABEL.482 = 3.0.1
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value.SHADER_VERSION_LABEL.482 = 3.0.2
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# if you're here to translate, this is not a joke, these do what they say
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profile.POTATO=§4Potato
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@@ -301,6 +301,8 @@ screen.Fog = Fog Settings
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screen.Clouds = Cloud Settings
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option.VOLUMETRIC_CLOUDS = Volumetric Clouds
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option.HQ_CLOUD_UPSAMPLE = More accurate upsampling
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option.HQ_CLOUD_UPSAMPLE.comment = Lowers light leaking around edges. §aPERFORMANCE COST:§r low
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option.CLOUDS_QUALITY = Cloud Resolution Scaling
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option.CLOUDS_SHADOWS = Cloud Shadows
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option.CLOUD_SHADOW_STRENGTH = Cloud Shadow Strength
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@@ -436,6 +436,8 @@ uniform vec3 unsigned_WmoonVecSmooth;
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#define VOLUMETRIC_CLOUDS
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#define CLOUDS_QUALITY 0.5 // [0.1 0.125 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.9 1.0]
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#define HQ_CLOUD_UPSAMPLE
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#define CLOUD_MOVEMENT_TYPE 0 // [0 1]
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#define Cloud_Speed 2.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0]
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@@ -4,13 +4,13 @@
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#=============== EVERYTHING BELOW HERE IS NOT FOR CUSTOM SCENE CONTROLLER STUFF AND SHOULD NOT BE MODIFIED UNLESS YOU KNOW EXACTLY WHAT YOU ARE DOING ===============
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#====================================================================================================================================================================
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profile.POTATO = WATER_INTERACTION:0 WATER_SIM_DISTANCE:1 WATER_SIM_SCALE:0 WATER_SIM_FRAMERATE:30 !MOON_NORMALS RAINBOW:0 !CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:0 !END_ISLAND_LIGHT CloudLayer0_distance:10000.0 CloudLayer1_distance:10000.0 !RIPPLE_PUDDLES !RIPPLE_WATER PUDDLE_MODE:0 ShaderSnow:0 CUMULONIMBUS:0 CloudLayer0 !CloudLayer1 !CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.25 indirect_effect:0 RAY_COUNT:4 VL_SAMPLES:4 !REALMOON shadowMapResolution:512 shadowDistance:64.0 !DH_SCREENSPACE_REFLECTIONS !LPV_ENABLED !SAND_STORMS !SNOW_STORMS TAA_UPSCALING SCALE_FACTOR:0.7 SHARPENING:0.55 !FORWARD_ENVIORNMENT_REFLECTION
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profile.VERY_LOW = WATER_INTERACTION:1 WATER_SIM_DISTANCE:1 WATER_SIM_SCALE:0 WATER_SIM_FRAMERATE:30 !MOON_NORMALS RAINBOW:0 !CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:0 !END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 !RIPPLE_PUDDLES !RIPPLE_WATER PUDDLE_MODE:0 ShaderSnow:0 CUMULONIMBUS:0 CloudLayer0 !CloudLayer1 !CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.25 indirect_effect:0 RAY_COUNT:4 VL_SAMPLES:4 REALMOON shadowMapResolution:1024 shadowDistance:96.0 !DH_SCREENSPACE_REFLECTIONS !LPV_ENABLED !SAND_STORMS !SNOW_STORMS TAA_UPSCALING SCALE_FACTOR:0.8 SHARPENING:0.5 !FORWARD_ENVIORNMENT_REFLECTION
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profile.LOW = WATER_INTERACTION:2 WATER_SIM_DISTANCE:2 WATER_SIM_SCALE:0 WATER_SIM_FRAMERATE:30 !MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:0 !END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 !RIPPLE_PUDDLES !RIPPLE_WATER PUDDLE_MODE:0 ShaderSnow:0 CUMULONIMBUS:0 CloudLayer0 !CloudLayer1 CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.25 indirect_effect:1 RAY_COUNT:4 VL_SAMPLES:6 REALMOON shadowMapResolution:1536 shadowDistance:112.0 !DH_SCREENSPACE_REFLECTIONS !LPV_ENABLED SAND_STORMS SNOW_STORMS TAA_UPSCALING SCALE_FACTOR:0.9 SHARPENING:0.45 FORWARD_ENVIORNMENT_REFLECTION
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profile.MEDIUM = WATER_INTERACTION:2 WATER_SIM_DISTANCE:2 WATER_SIM_SCALE:1 WATER_SIM_FRAMERATE:30 MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:1 END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 !RIPPLE_PUDDLES RIPPLE_WATER PUDDLE_MODE:0 ShaderSnow:0 CUMULONIMBUS:0 CloudLayer0 CloudLayer1 CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.5 indirect_effect:1 RAY_COUNT:4 SAMPLES:6 REALMOON shadowMapResolution:2048 shadowDistance:128.0 DH_SCREENSPACE_REFLECTIONS !LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:0.45 FORWARD_ENVIORNMENT_REFLECTION
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profile.HIGH = WATER_INTERACTION:2 WATER_SIM_DISTANCE:2 WATER_SIM_SCALE:1 WATER_SIM_FRAMERATE:60 MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:1 END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 RIPPLE_PUDDLES RIPPLE_WATER PUDDLE_MODE:1 ShaderSnow:1 CUMULONIMBUS:0 CloudLayer0 CloudLayer1 CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.5 indirect_effect:1 RAY_COUNT:4 SAMPLES:8 REALMOON shadowMapResolution:2560 shadowDistance:128.0 DH_SCREENSPACE_REFLECTIONS LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:0.45 FORWARD_ENVIORNMENT_REFLECTION
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profile.VERY_HIGH = WATER_INTERACTION:2 WATER_SIM_DISTANCE:3 WATER_SIM_SCALE:1 WATER_SIM_FRAMERATE:60 MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:2 END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 RIPPLE_PUDDLES RIPPLE_WATER PUDDLE_MODE:1 ShaderSnow:1 CUMULONIMBUS:0 CloudLayer0 CloudLayer1 CloudLayer2 CloudLayer3 VL_RENDER_RESOLUTION:1.0 indirect_effect:3 RAY_COUNT:4 SAMPLES:8 REALMOON shadowMapResolution:3172 shadowDistance:144.0 DH_SCREENSPACE_REFLECTIONS LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:0.45 FORWARD_ENVIORNMENT_REFLECTION
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profile.ULTRA = WATER_INTERACTION:2 WATER_SIM_DISTANCE:3 WATER_SIM_SCALE:2 WATER_SIM_FRAMERATE:60 MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:2 END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 RIPPLE_PUDDLES RIPPLE_WATER PUDDLE_MODE:1 ShaderSnow:1 CUMULONIMBUS:1 CloudLayer0 CloudLayer1 CloudLayer2 CloudLayer3 VL_RENDER_RESOLUTION:1.0 indirect_effect:4 RAY_COUNT:6 SAMPLES:10 REALMOON shadowMapResolution:4096 shadowDistance:144.0 DH_SCREENSPACE_REFLECTIONS LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:0.45 FORWARD_ENVIORNMENT_REFLECTION
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profile.POTATO = !HQ_CLOUD_UPSAMPLE WATER_INTERACTION:0 WATER_SIM_DISTANCE:1 WATER_SIM_SCALE:0 WATER_SIM_FRAMERATE:30 !MOON_NORMALS RAINBOW:0 !CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:0 !END_ISLAND_LIGHT CloudLayer0_distance:10000.0 CloudLayer1_distance:10000.0 !RIPPLE_PUDDLES !RIPPLE_WATER PUDDLE_MODE:0 ShaderSnow:0 CUMULONIMBUS:0 CloudLayer0 !CloudLayer1 !CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.25 indirect_effect:0 RAY_COUNT:4 VL_SAMPLES:4 !REALMOON shadowMapResolution:512 shadowDistance:64.0 !DH_SCREENSPACE_REFLECTIONS !LPV_ENABLED !SAND_STORMS !SNOW_STORMS TAA_UPSCALING SCALE_FACTOR:0.7 SHARPENING:0.55 !FORWARD_ENVIORNMENT_REFLECTION
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profile.VERY_LOW = !HQ_CLOUD_UPSAMPLE WATER_INTERACTION:1 WATER_SIM_DISTANCE:1 WATER_SIM_SCALE:0 WATER_SIM_FRAMERATE:30 !MOON_NORMALS RAINBOW:0 !CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:0 !END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 !RIPPLE_PUDDLES !RIPPLE_WATER PUDDLE_MODE:0 ShaderSnow:0 CUMULONIMBUS:0 CloudLayer0 !CloudLayer1 !CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.25 indirect_effect:0 RAY_COUNT:4 VL_SAMPLES:4 REALMOON shadowMapResolution:1024 shadowDistance:96.0 !DH_SCREENSPACE_REFLECTIONS !LPV_ENABLED !SAND_STORMS !SNOW_STORMS TAA_UPSCALING SCALE_FACTOR:0.8 SHARPENING:0.5 !FORWARD_ENVIORNMENT_REFLECTION
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profile.LOW = !HQ_CLOUD_UPSAMPLE WATER_INTERACTION:2 WATER_SIM_DISTANCE:2 WATER_SIM_SCALE:0 WATER_SIM_FRAMERATE:30 !MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:0 !END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 !RIPPLE_PUDDLES !RIPPLE_WATER PUDDLE_MODE:0 ShaderSnow:0 CUMULONIMBUS:0 CloudLayer0 !CloudLayer1 CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.25 indirect_effect:1 RAY_COUNT:4 VL_SAMPLES:6 REALMOON shadowMapResolution:1536 shadowDistance:112.0 !DH_SCREENSPACE_REFLECTIONS !LPV_ENABLED SAND_STORMS SNOW_STORMS TAA_UPSCALING SCALE_FACTOR:0.9 SHARPENING:0.45 FORWARD_ENVIORNMENT_REFLECTION
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profile.MEDIUM = HQ_CLOUD_UPSAMPLE WATER_INTERACTION:2 WATER_SIM_DISTANCE:2 WATER_SIM_SCALE:1 WATER_SIM_FRAMERATE:30 MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:1 END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 !RIPPLE_PUDDLES RIPPLE_WATER PUDDLE_MODE:0 ShaderSnow:0 CUMULONIMBUS:0 CloudLayer0 CloudLayer1 CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.5 indirect_effect:1 RAY_COUNT:4 SAMPLES:6 REALMOON shadowMapResolution:2048 shadowDistance:128.0 DH_SCREENSPACE_REFLECTIONS !LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:0.45 FORWARD_ENVIORNMENT_REFLECTION
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profile.HIGH = HQ_CLOUD_UPSAMPLE WATER_INTERACTION:2 WATER_SIM_DISTANCE:2 WATER_SIM_SCALE:1 WATER_SIM_FRAMERATE:60 MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:1 END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 RIPPLE_PUDDLES RIPPLE_WATER PUDDLE_MODE:1 ShaderSnow:1 CUMULONIMBUS:0 CloudLayer0 CloudLayer1 CloudLayer2 !CloudLayer3 VL_RENDER_RESOLUTION:0.5 indirect_effect:1 RAY_COUNT:4 SAMPLES:8 REALMOON shadowMapResolution:2560 shadowDistance:128.0 DH_SCREENSPACE_REFLECTIONS LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:0.45 FORWARD_ENVIORNMENT_REFLECTION
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profile.VERY_HIGH = HQ_CLOUD_UPSAMPLE WATER_INTERACTION:2 WATER_SIM_DISTANCE:3 WATER_SIM_SCALE:1 WATER_SIM_FRAMERATE:60 MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:2 END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 RIPPLE_PUDDLES RIPPLE_WATER PUDDLE_MODE:1 ShaderSnow:1 CUMULONIMBUS:0 CloudLayer0 CloudLayer1 CloudLayer2 CloudLayer3 VL_RENDER_RESOLUTION:1.0 indirect_effect:3 RAY_COUNT:4 SAMPLES:8 REALMOON shadowMapResolution:3172 shadowDistance:144.0 DH_SCREENSPACE_REFLECTIONS LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:0.45 FORWARD_ENVIORNMENT_REFLECTION
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profile.ULTRA = HQ_CLOUD_UPSAMPLE WATER_INTERACTION:2 WATER_SIM_DISTANCE:3 WATER_SIM_SCALE:2 WATER_SIM_FRAMERATE:60 MOON_NORMALS RAINBOW:1 CUSTOM_MOON_ROTATION CUSTOM_SHADOWS_QUALITY:2 END_ISLAND_LIGHT CloudLayer0_distance:100000.0 CloudLayer1_distance:100000.0 RIPPLE_PUDDLES RIPPLE_WATER PUDDLE_MODE:1 ShaderSnow:1 CUMULONIMBUS:1 CloudLayer0 CloudLayer1 CloudLayer2 CloudLayer3 VL_RENDER_RESOLUTION:1.0 indirect_effect:4 RAY_COUNT:6 SAMPLES:10 REALMOON shadowMapResolution:4096 shadowDistance:144.0 DH_SCREENSPACE_REFLECTIONS LPV_ENABLED SAND_STORMS SNOW_STORMS !TAA_UPSCALING SCALE_FACTOR:0.75 SHARPENING:0.45 FORWARD_ENVIORNMENT_REFLECTION
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clouds=off
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@@ -341,8 +341,9 @@ SHADER_VERSION_LABEL <profile> \
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### CLOUDS
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screen.Clouds.columns = 2
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screen.Clouds = VOLUMETRIC_CLOUDS CLOUDS_SHADOWS \
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VL_RENDER_RESOLUTION CLOUD_SHADOW_STRENGTH \
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[DAILY_WEATHER] <empty> \
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VL_RENDER_RESOLUTION HQ_CLOUD_UPSAMPLE \
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[DAILY_WEATHER] CLOUD_SHADOW_STRENGTH \
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<empty> <empty> \
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Rain_coverage Thunder_coverage \
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CLOUD_MOVEMENT_TYPE Cloud_Speed \
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[CumulusClouds] [HighAltitudeClouds]
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