From 94e03d8ac4fb938a7cbca65cc791f5f705d0ca27 Mon Sep 17 00:00:00 2001 From: Merlin1809 Date: Fri, 19 Sep 2025 04:09:36 +0200 Subject: [PATCH] Reduce cloud light leaking around edges --- shaders/dimensions/composite.fsh | 4 ++-- shaders/dimensions/composite1.fsh | 29 ++++++++++++++++++++--------- shaders/dimensions/composite3.fsh | 19 +++++++++++++++---- shaders/lang/en_us.lang | 4 +++- shaders/lib/settings.glsl | 2 ++ shaders/shaders.properties | 19 ++++++++++--------- 6 files changed, 52 insertions(+), 25 deletions(-) diff --git a/shaders/dimensions/composite.fsh b/shaders/dimensions/composite.fsh index beb5086..68f0454 100644 --- a/shaders/dimensions/composite.fsh +++ b/shaders/dimensions/composite.fsh @@ -387,7 +387,7 @@ void main() { #endif vec3 viewPos = toScreenSpace_DH(texcoord/RENDER_SCALE - TAA_Offset*texelSize*0.5, z, DH_depth1); - vec3 playerPos = mat3(gbufferModelViewInverse) * viewPos; + // vec3 playerPos = mat3(gbufferModelViewInverse) * viewPos; float depth = z; float depth0 = z0; @@ -408,7 +408,7 @@ void main() { _far = far*4.0; if (depth0 >= 1.0) { - depth0 = DH_depth1; + depth0 = DH_depth0; _near = dhNearPlane; _far = dhFarPlane; } diff --git a/shaders/dimensions/composite1.fsh b/shaders/dimensions/composite1.fsh index 29134b3..7abfc16 100644 --- a/shaders/dimensions/composite1.fsh +++ b/shaders/dimensions/composite1.fsh @@ -627,6 +627,12 @@ vec4 BilateralUpscale_VLFOG(sampler2D tex, sampler2D depth, float referenceDepth float threshold = referenceDepth * 0.05; #endif + #ifdef HQ_CLOUD_UPSAMPLE + const int samples = 9; + #else + const int samples = 5; + #endif + vec2 coord = gl_FragCoord.xy - 1.5; vec2 UV = coord; const ivec2 SCALE = ivec2(1.0/VL_RENDER_RESOLUTION); @@ -634,27 +640,32 @@ vec4 BilateralUpscale_VLFOG(sampler2D tex, sampler2D depth, float referenceDepth ivec2 UV_COLOR = ivec2(UV*VL_RENDER_RESOLUTION); ivec2 UV_NOISE = ivec2(gl_FragCoord.xy*texelSize + 1); - ivec2 OFFSET[5] = ivec2[]( - ivec2(-1,-1), - ivec2( 1, 1), - ivec2(-1, 1), - ivec2( 1,-1), - ivec2( 0, 0) - ); + ivec2 OFFSET[9] = ivec2[]( + ivec2(-1,-1), + ivec2( 1, 1), + ivec2(-1, 1), + ivec2( 1,-1), + ivec2( 0, 0), + ivec2( 0, 1), + ivec2( 0,-1), + ivec2( 1, 0), + ivec2(-1, 0) + ); - for(int i = 0; i < 5; i++) { + for(int i = 0; i < samples; i++) { #ifdef DISTANT_HORIZONS float offsetDepth = sqrt(texelFetch2D(depth, UV_DEPTH + (OFFSET[i] + UV_NOISE) * SCALE,0).a/65000.0); #else float offsetDepth = ld(texelFetch2D(depth, UV_DEPTH + (OFFSET[i] + UV_NOISE) * SCALE, 0).r); #endif - float edgeDiff = abs(offsetDepth - referenceDepth) < threshold ? 1.0 : 1e-7; + float edgeDiff = abs(offsetDepth - referenceDepth) < threshold ? 1.0 : 0.0; vec4 offsetColor = texelFetch2D(tex, UV_COLOR + OFFSET[i] + UV_NOISE, 0).rgba; colorSum += offsetColor*edgeDiff; edgeSum += edgeDiff; } + if (edgeSum == 0.0) return vec4(0.0); return colorSum/edgeSum; } diff --git a/shaders/dimensions/composite3.fsh b/shaders/dimensions/composite3.fsh index a1e63c4..d285b54 100644 --- a/shaders/dimensions/composite3.fsh +++ b/shaders/dimensions/composite3.fsh @@ -325,6 +325,12 @@ vec4 bilateralUpsample(out float outerEdgeResults, float referenceDepth, sampler vec4 colorSum = vec4(0.0); float edgeSum = 0.0; float threshold = 0.005; + + #ifdef HQ_CLOUD_UPSAMPLE + const int samples = 9; + #else + const int samples = 5; + #endif vec2 coord = gl_FragCoord.xy - 1.5; @@ -334,15 +340,19 @@ vec4 bilateralUpsample(out float outerEdgeResults, float referenceDepth, sampler ivec2 UV_COLOR = ivec2(UV*VL_RENDER_RESOLUTION); ivec2 UV_NOISE = ivec2(gl_FragCoord.xy*texelSize + 1); - ivec2 OFFSET[5] = ivec2[]( + ivec2 OFFSET[9] = ivec2[]( ivec2(-1,-1), ivec2( 1, 1), ivec2(-1, 1), ivec2( 1,-1), - ivec2( 0, 0) + ivec2( 0, 0), + ivec2( 0, 1), + ivec2( 0,-1), + ivec2( 1, 0), + ivec2(-1, 0) ); - for(int i = 0; i < 5; i++) { + for(int i = 0; i < samples; i++) { #ifdef DISTANT_HORIZONS float offsetDepth = sqrt(texelFetch2D(depth, UV_DEPTH + (OFFSET[i] + UV_NOISE) * SCALE,0).z/65000.0); @@ -350,7 +360,7 @@ vec4 bilateralUpsample(out float outerEdgeResults, float referenceDepth, sampler float offsetDepth = linearize(texelFetch2D(depth, UV_DEPTH + (OFFSET[i] + UV_NOISE) * SCALE, 0).r); #endif - float edgeDiff = abs(offsetDepth - referenceDepth) < threshold ? 1.0 : 1e-7; + float edgeDiff = abs(offsetDepth - referenceDepth) < threshold ? 1.0 : 0.0; outerEdgeResults = max(outerEdgeResults, abs(referenceDepth - offsetDepth)); vec4 offsetColor = texelFetch2D(colortex0, UV_COLOR + OFFSET[i] + UV_NOISE, 0).rgba; @@ -358,6 +368,7 @@ vec4 bilateralUpsample(out float outerEdgeResults, float referenceDepth, sampler edgeSum += edgeDiff; } + if (edgeSum == 0.0) return vec4(0.0); outerEdgeResults = outerEdgeResults > (hand ? 0.005 : referenceDepth*0.05 + 0.1) ? 1.0 : 0.0; diff --git a/shaders/lang/en_us.lang b/shaders/lang/en_us.lang index d478c72..1d6319e 100644 --- a/shaders/lang/en_us.lang +++ b/shaders/lang/en_us.lang @@ -1,6 +1,6 @@ option.SHADER_VERSION_LABEL = §dECLIPSE§r - A Bliss Edit prefix.SHADER_VERSION_LABEL = V - value.SHADER_VERSION_LABEL.482 = 3.0.1 + value.SHADER_VERSION_LABEL.482 = 3.0.2 # if you're here to translate, this is not a joke, these do what they say profile.POTATO=§4Potato @@ -301,6 +301,8 @@ screen.Fog = Fog Settings screen.Clouds = Cloud Settings option.VOLUMETRIC_CLOUDS = Volumetric Clouds + option.HQ_CLOUD_UPSAMPLE = More accurate upsampling + option.HQ_CLOUD_UPSAMPLE.comment = Lowers light leaking around edges. §aPERFORMANCE COST:§r low option.CLOUDS_QUALITY = Cloud Resolution Scaling option.CLOUDS_SHADOWS = Cloud Shadows option.CLOUD_SHADOW_STRENGTH = Cloud Shadow Strength diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index 06cbc9b..6ffdf8e 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -436,6 +436,8 @@ uniform vec3 unsigned_WmoonVecSmooth; #define VOLUMETRIC_CLOUDS #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] +#define HQ_CLOUD_UPSAMPLE + #define CLOUD_MOVEMENT_TYPE 0 // [0 1] #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] diff --git a/shaders/shaders.properties b/shaders/shaders.properties index ad2a94a..a93a9a3 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -4,13 +4,13 @@ #=============== EVERYTHING BELOW HERE IS NOT FOR CUSTOM SCENE CONTROLLER STUFF AND SHOULD NOT BE MODIFIED UNLESS YOU KNOW EXACTLY WHAT YOU ARE DOING =============== #==================================================================================================================================================================== -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 -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 -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 -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 -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 -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 -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 +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 +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 +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 +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 +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 +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 +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 clouds=off @@ -341,8 +341,9 @@ SHADER_VERSION_LABEL \ ### CLOUDS screen.Clouds.columns = 2 screen.Clouds = VOLUMETRIC_CLOUDS CLOUDS_SHADOWS \ - VL_RENDER_RESOLUTION CLOUD_SHADOW_STRENGTH \ - [DAILY_WEATHER] \ + VL_RENDER_RESOLUTION HQ_CLOUD_UPSAMPLE \ + [DAILY_WEATHER] CLOUD_SHADOW_STRENGTH \ + \ Rain_coverage Thunder_coverage \ CLOUD_MOVEMENT_TYPE Cloud_Speed \ [CumulusClouds] [HighAltitudeClouds]