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Visual Effects Vol. 1 (#14610)

This PR adds a variety of effects to enhance the visual experience.

    "soft" clouds look
    Tinted shadows
    Crude water reflections (sky and sun) and waves
    Translucent foliage
    Node specular highlights
    Adjusted fog color (more saturated where the fog is lighter)
    Minor changes to volumetric lighting (crudely simulates the effect of depth)

Co-authored-by: sfan5 <sfan5@live.de>
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GefullteTaubenbrust2 2024-09-24 20:14:27 +02:00 committed by GitHub
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@ -8518,6 +8518,8 @@ child will follow movement and rotation of that bone.
if set to zero the clouds are rendered flat.
* `speed`: 2D cloud speed + direction in nodes per second
(default `{x=0, z=-2}`).
* `shadow`: shadow color, applied to the base of the cloud
(default `#cccccc`).
* `get_clouds()`: returns a table with the current cloud parameters as in
`set_clouds`.
* `override_day_night_ratio(ratio or nil)`
@ -8565,6 +8567,9 @@ child will follow movement and rotation of that bone.
* `shadows` is a table that controls ambient shadows
* `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
* This value has no effect on clients who have the "Dynamic Shadows" shader disabled.
* `tint` tints the shadows with the provided color, with RGB values ranging from 0 to 255.
(default `{r=0, g=0, b=0}`)
* This value has no effect on clients who have the "Dynamic Shadows" shader disabled.
* `exposure` is a table that controls automatic exposure.
The basic exposure factor equation is `e = 2^exposure_correction / clamp(luminance, 2^luminance_min, 2^luminance_max)`
* `luminance_min` set the lower luminance boundary to use in the calculation (default: `-3.0`)