Correcting small alpha issue for zabr/stigi superposition
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d4f27611b2
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2 changed files with 8 additions and 8 deletions
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@ -31,12 +31,12 @@ shader_param/sun_disk_scale = 1.0
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shader_param/ground_color = Color(0.1, 0.07, 0.034, 1)
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shader_param/exposure = 0.1
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shader_param/dither_strength = 1.0
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shader_param/samayun_arc = 50.0
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shader_param/samayun_position = Vector3(2.038, 0.695, -0.296)
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shader_param/zabr_arc = 15.0
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shader_param/zabr_position = Vector3(1.755, 0.627, 0.768)
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shader_param/samayun_arc = 45.681
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shader_param/samayun_position = Vector3(2.038, 0.695, -0.237)
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shader_param/zabr_arc = 8.0
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shader_param/zabr_position = Vector3(1.755, 0.599, 0.613)
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shader_param/stigi_arc = 8.381
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shader_param/stigi_position = Vector3(0.925, 0.277, 0.17)
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shader_param/stigi_position = Vector3(1.209, 0.444, 0.332)
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shader_param/samayun = ExtResource( "1_thm7k" )
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shader_param/zabr = ExtResource( "3_bgghj" )
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shader_param/stigi = ExtResource( "3_jqgsm" )
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@ -61,7 +61,7 @@ data = PackedVector3Array(-0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0
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[node name="basic_setup" type="Node3D"]
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[node name="sunlight" type="DirectionalLight3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 0.634731, 0.772734, 0, -0.772734, 0.634731, -1.75049, 15.9707, 4.39927)
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transform = Transform3D(1, 0, 0, 0, 0.278991, 0.960294, 0, -0.960294, 0.278991, -1.75049, 15.9707, 4.39927)
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light_color = Color(0.988235, 0.960784, 1, 1)
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light_energy = 0.75
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shadow_enabled = true
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@ -146,7 +146,7 @@ void sky() {
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COLOR += texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).rgb * max((texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).a - texture(samayun, samayun_uv / samayun_scale + vec2(0.5)).a), 0.0) ;
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} else {
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if (length(EYEDIR - normalize(stigi_position)) < stigi_scale / 2.0){ // if stigi is in front of zabr, don’t draw where its alpha is > 0
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COLOR += texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).rgb * (texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).a - texture(stigi, stigi_uv / stigi_scale + vec2(0.5)).a);
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COLOR += texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).rgb * max((texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).a - texture(stigi, stigi_uv / stigi_scale + vec2(0.5)).a), 0.0) ;
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} else {
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COLOR += texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).rgb * texture(zabr, zabr_uv / zabr_scale + vec2(0.5)).a;
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}
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