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Source/js/pxlRooms/FieldEnvironment
docs/js/pxlRooms/FieldEnvironment Expand file tree Collapse file tree 4 files changed +4
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lines changed Original file line number Diff line number Diff line change @@ -447,7 +447,6 @@ export class FieldEnvironment extends RoomEnvironment{
447447
448448 let environmentGroundMat = this . pxlFile . pxlShaderBuilder ( envGroundUniforms , envGroundVert ( ) , envGroundFrag ( 1 ) ) ;
449449 environmentGroundMat . lights = true ;
450- console . log ( environmentGroundMat )
451450
452451 envGroundUniforms . uniformNoise . value . wrapS = RepeatWrapping ;
453452 envGroundUniforms . uniformNoise . value . wrapT = RepeatWrapping ;
Original file line number Diff line number Diff line change @@ -346,7 +346,7 @@ export function grassClusterFrag(pointLightCount){
346346 // -- Depth Calculations - -- --
347347 // -- -- -- -- -- -- -- -- -- -- --
348348
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 );
350350 float depthFade = max(0.0, 1.0-depth);
351351
352352 // -- -- --
@@ -388,7 +388,7 @@ export function grassClusterFrag(pointLightCount){
388388 // -- Match Scene Tone -- -- --
389389 // -- -- -- -- -- -- -- -- -- -- --
390390
391- Cd.rgb= mix( Cd.rgb * vCd.y, vFogColor, depth );
391+ Cd.rgb= mix( Cd.rgb * ( vCd.y*.55+.25) , vFogColor, depth );
392392
393393
394394 Cd.a=1.0;
Original file line number Diff line number Diff line change @@ -447,7 +447,6 @@ export class FieldEnvironment extends RoomEnvironment{
447447
448448 let environmentGroundMat = this . pxlFile . pxlShaderBuilder ( envGroundUniforms , envGroundVert ( ) , envGroundFrag ( 1 ) ) ;
449449 environmentGroundMat . lights = true ;
450- console . log ( environmentGroundMat )
451450
452451 envGroundUniforms . uniformNoise . value . wrapS = RepeatWrapping ;
453452 envGroundUniforms . uniformNoise . value . wrapT = RepeatWrapping ;
Original file line number Diff line number Diff line change @@ -346,7 +346,7 @@ export function grassClusterFrag(pointLightCount){
346346 // -- Depth Calculations - -- --
347347 // -- -- -- -- -- -- -- -- -- -- --
348348
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 );
350350 float depthFade = max(0.0, 1.0-depth);
351351
352352 // -- -- --
@@ -388,7 +388,7 @@ export function grassClusterFrag(pointLightCount){
388388 // -- Match Scene Tone -- -- --
389389 // -- -- -- -- -- -- -- -- -- -- --
390390
391- Cd.rgb= mix( Cd.rgb * vCd.y, vFogColor, depth );
391+ Cd.rgb= mix( Cd.rgb * ( vCd.y*.55+.25) , vFogColor, depth );
392392
393393
394394 Cd.a=1.0;
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