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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Seasoned Skipper
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Thanks. I'm on the road now but will check it out when im back this weekend
Checked this file. This is all I see. Not sure what values to edit: #include <data/shaders/hdr/common.inc> float2 g_focalDistance : register(c0); struct PS_IN { float2 Tex0 : TEXCOORD0; }; float4 main( PS_IN In ) : COLOR { float depth = tex2D(tex1, In.Tex0).r; float interp = saturate( abs( depth - g_focalDistance.x ) / g_focalDistance.y ); float3 color = tex2D(tex0, In.Tex0).rgb; //return float4(depth, depth, depth, 1); //return float4(interp, interp, interp, 1); return float4(color, interp); }
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Last edited by Dignan; 02-23-13 at 05:34 PM. |
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#17 |
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I am making some progress on this. May try to release a beta by this weekend or sooner if I have time.
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#18 |
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I'm still testing this in game but here is what I've got so far. The only side effect is that at about 50 meters you can see a faint light through the water that is the horizon. For some reason it comes through the underwater fog a bit. But how often are you looking out the periscope at that depth anyway?
If anyone is interested I can release it as a mod. I find that it looks even better when installed on top of Sh5EnvGold, the original environment mod for SH5. This picture is underwater at high noon on a clear day. ![]()
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#19 |
Samurai Navy
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Does it use impurity (stuff floating in water)? Looks like its been removed in the screenshot. High noon and clear day looks good to me in that shot. I'll certainly give it a try if you post as a mod.
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#20 | |
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One issue I am having is that the brightness of the water doesn't seem to correspond to day and night. In other words, the underwater light level looks way too light at night. It's good for daytime but doesn't look right at night. Although this was a stock issue too so nothing has changed there.
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#21 | ||
Seasoned Skipper
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To remove the underwater depth of field effect change data/Shaders/HDR/DOF_PS.fx:
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Download here. Before ![]() After ![]() Regards. Echol ![]() |
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#22 |
Navy Seal
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Nice one Echolot
![]() I do like to see what is going on ![]() |
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#23 | |
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#24 |
Sea Lord
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Could be possible change the underwater and surface colours for anothers ?
![]() For example if i use a environment mod with green waters and i want to turn the colour to blue. I don´t know if is realistic but i like a lot more blue colours ![]()
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But this ship can't sink!... She is made of iron, sir. I assure you, she can. and she will. It is a mathematical certainty. Strength and honor |
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#25 | ||||||
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Well done Dignan! ![]() Quote:
![]() I hope you will manage finding the right compromise. Quote:
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UnderwaterFogColor UnderwaterUpColor UnderwaterUpAlpha UnderwaterDownColor UnderwaterDownAlpha There is one of them for each cloud coverage type and sun angle ![]() Quote:
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The advantage of using them, is that they are not global: each zone got its own cfg file. We exploited this fact in DynEnv for limiting high turpidity (greyish-greenish water surface and underwater) to some areas of the globe were algal blooms are common in real life ![]() |
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#26 | |
Samurai Navy
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It's up to you though whether to remove them... or you could have it as an option I guess to use it. ![]() |
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#27 | |
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#28 | |
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#29 |
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#30 |
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After looking at it again with fresh eyes, I sort of agree with on this. I'll reduce the fog a little and continue working on this. If I decide to venture into the world of underwater up/down color/alpha it will be a while before I complete this. It seems those parameters are the secret to making the water darker at night and lighter during the day.
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