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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Sonar Guy
![]() Join Date: Dec 2007
Posts: 376
Downloads: 187
Uploads: 21
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![]() Quote:
![]() 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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#2 | |
Planesman
![]() Join Date: Jan 2010
Location: Greece
Posts: 188
Downloads: 115
Uploads: 0
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#3 |
Frogman
![]() Join Date: Sep 2005
Location: Oslo, Norway
Posts: 306
Downloads: 24
Uploads: 0
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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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#4 |
Planesman
![]() Join Date: Jan 2010
Location: Greece
Posts: 188
Downloads: 115
Uploads: 0
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#5 |
Planesman
![]() Join Date: Jan 2010
Location: Greece
Posts: 188
Downloads: 115
Uploads: 0
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#6 |
Frogman
![]() Join Date: Sep 2005
Location: Oslo, Norway
Posts: 306
Downloads: 24
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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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#7 |
Ensign
![]() Join Date: Apr 2007
Location: Poland
Posts: 231
Downloads: 44
Uploads: 0
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Maybe between one ring and another because of different angles of ligtning or something...?
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#8 | |
Pacific Aces Dev Team
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![]() Quote:
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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