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Old 04-15-10, 11:45 AM   #1
Captain von Keldunk
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Quote:
Originally Posted by panosrxo View Post
I fixed gradient lines by disabling visible nodes in sky environmental file. But that turned off stars, sun and moon but not their light reflexions and shafts. So I believe the problem has to do something with the lights or the 3d dome...
Good luck with with your gradient line work
I did my sky work in "SkyPS_SH5" shader file, very experimental
as I do not really know how to work with shaders.
see here
// 1. base gradient, from top to bottom
float heightRatio = (pow(In.eyeDir.w / 992.0 , g_skyBottomColor.w)) * 1.3 ;
color = lerp(g_skyBottomColor.rgb, g_skyTopColor.rgb,heightRatio);
I added "* 1.3" hope you will have a better luck
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Old 04-15-10, 12:00 PM   #2
panosrxo
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Quote:
Originally Posted by Captain von Keldunk View Post
Good luck with with your gradient line work
I did my sky work in "SkyPS_SH5" shader file, very experimental
as I do not really know how to work with shaders.
see here
// 1. base gradient, from top to bottom
float heightRatio = (pow(In.eyeDir.w / 992.0 , g_skyBottomColor.w)) * 1.3 ;
color = lerp(g_skyBottomColor.rgb, g_skyTopColor.rgb,heightRatio);
I added "* 1.3" hope you will have a better luck
thanks, I will do my experiments
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Old 04-15-10, 12:47 PM   #3
Decoman
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I am sure I asked about this in some other thread, but does anyone know if it is possible to use a real 16 or 32bit HDR texture as input?

As oppossed to the regular LDR 8bit textures.
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Old 04-15-10, 01:05 PM   #4
panosrxo
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Quote:
Originally Posted by Decoman View Post
I am sure I asked about this in some other thread, but does anyone know if it is possible to use a real 16 or 32bit HDR texture as input?

As oppossed to the regular LDR 8bit textures.
The sky in SH5 doesnt use textures, it is just rendered using colors.
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Old 04-15-10, 01:10 PM   #5
panosrxo
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That is the scy object, maybe somebody can make it smoother??
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Old 04-15-10, 01:21 PM   #6
Decoman
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Does it matter? I can't imagine that that this coarse polygon mesh would cause the banding I've seen.
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Old 04-15-10, 01:41 PM   #7
t0maz
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Maybe between one ring and another because of different angles of ligtning or something...?
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Old 04-15-10, 01:04 PM   #8
Seeadler
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Quote:
Originally Posted by Captain von Keldunk View Post
I did my sky work in "SkyPS_SH5" shader file, very experimental
as I do not really know how to work with shaders.
see here
// 1. base gradient, from top to bottom
float heightRatio = (pow(In.eyeDir.w / 992.0 , g_skyBottomColor.w)) * 1.3 ;
color = lerp(g_skyBottomColor.rgb, g_skyTopColor.rgb,heightRatio);
I added "* 1.3" hope you will have a better luck
Yes, that is the place where the sky gradient is generated.
SH5 used in contrast to his predecessors for the gradient not a texture.

The pixel shader generates here a color for each pixel in dependence to his height in the sky. A linear interpolation ( lerp() ) between top and bottom color values is used. The input values comes from the EnvColor_???.cfg's
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