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Adjust Filed Env. Grass
The base was too dark and the tip was too bright, even it out some.
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4 files changed

+4
-6
lines changed

4 files changed

+4
-6
lines changed

Source/js/pxlRooms/FieldEnvironment/FieldEnvironment.js

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@@ -447,7 +447,6 @@ export class FieldEnvironment extends RoomEnvironment{
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let environmentGroundMat=this.pxlFile.pxlShaderBuilder( envGroundUniforms, envGroundVert(), envGroundFrag(1) );
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environmentGroundMat.lights= true;
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console.log(environmentGroundMat)
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envGroundUniforms.uniformNoise.value.wrapS = RepeatWrapping;
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envGroundUniforms.uniformNoise.value.wrapT = RepeatWrapping;

Source/js/pxlRooms/FieldEnvironment/Shaders.js

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@@ -346,7 +346,7 @@ export function grassClusterFrag(pointLightCount){
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// -- Depth Calculations - -- --
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// -- -- -- -- -- -- -- -- -- -- --
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float depth = min(1.0, gl_FragCoord.z / gl_FragCoord.w * .001 );
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float depth = min(1.0, gl_FragCoord.z / gl_FragCoord.w * .0008 );
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float depthFade = max(0.0, 1.0-depth);
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// -- -- --
@@ -388,7 +388,7 @@ export function grassClusterFrag(pointLightCount){
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// -- Match Scene Tone -- -- --
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// -- -- -- -- -- -- -- -- -- -- --
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Cd.rgb= mix( Cd.rgb * vCd.y, vFogColor, depth );
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Cd.rgb= mix( Cd.rgb * (vCd.y*.55+.25), vFogColor, depth );
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Cd.a=1.0;

docs/js/pxlRooms/FieldEnvironment/FieldEnvironment.js

Lines changed: 0 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -447,7 +447,6 @@ export class FieldEnvironment extends RoomEnvironment{
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let environmentGroundMat=this.pxlFile.pxlShaderBuilder( envGroundUniforms, envGroundVert(), envGroundFrag(1) );
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environmentGroundMat.lights= true;
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console.log(environmentGroundMat)
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envGroundUniforms.uniformNoise.value.wrapS = RepeatWrapping;
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envGroundUniforms.uniformNoise.value.wrapT = RepeatWrapping;

docs/js/pxlRooms/FieldEnvironment/Shaders.js

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -346,7 +346,7 @@ export function grassClusterFrag(pointLightCount){
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// -- Depth Calculations - -- --
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// -- -- -- -- -- -- -- -- -- -- --
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349-
float depth = min(1.0, gl_FragCoord.z / gl_FragCoord.w * .001 );
349+
float depth = min(1.0, gl_FragCoord.z / gl_FragCoord.w * .0008 );
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float depthFade = max(0.0, 1.0-depth);
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// -- -- --
@@ -388,7 +388,7 @@ export function grassClusterFrag(pointLightCount){
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// -- Match Scene Tone -- -- --
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// -- -- -- -- -- -- -- -- -- -- --
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391-
Cd.rgb= mix( Cd.rgb * vCd.y, vFogColor, depth );
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Cd.rgb= mix( Cd.rgb * (vCd.y*.55+.25), vFogColor, depth );
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393393
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Cd.a=1.0;

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