Bug-fix: tame shafts / disc brightness so the scene doesn't blow out
The screenshot you sent shows the whole atmosphere whited-out with a giant fuzzy sun blob. Root causes (with arithmetic, not hand-waving): 1. shafts EXPOSURE was 0.30. A pixel looking at the sun accumulates WEIGHT × Σ(DECAY^k) ≈ 0.78 × 9.92 ≈ 7.7 from the 16-sample radial blur. × 0.30 = 2.3 added to the scene additively, which then saturates through ACES tonemap and produces a giant white blob. Fix: EXPOSURE 0.30 → 0.08. A direct-at-sun pixel now gets ~0.6 additive (clear glow without erasing underlying color). 2. Sun disc intensity was mix(2.2, 1.5, alt) — the disc itself was over 1.0 BEFORE the shafts added their contribution on top, so ACES could only clamp it to white. Fix: mix(1.4, 0.9, alt). Halo exponents trimmed to match. 3. Mask sun-cone was pow(dot, 8) — a fairly broad arc, so the shafts pass lit up too much of the sky. Tightening to pow(dot, 20) anchors rays to the actual sun direction. Reverted: the fog `-view_dir` → `view_dir` change. I asserted that was a bug without independent verification — keeping the original direction until I can verify, per your "do not hallucinate" directive. The washout was the shafts brightness, not the fog direction. No features removed. Tests pass.
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3 changed files with 21 additions and 14 deletions
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@ -59,8 +59,10 @@ fn fs_mask(in: MaskOut) -> @location(0) vec4<f32> {
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let view_dir = normalize(world_far - camera.eye.xyz);
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let sun = sun_direction(scene_time());
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// Tight cone around sun. pow exponent controls cone width.
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let cone = pow(max(dot(view_dir, sun), 0.0), 8.0);
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// Tighter cone around the sun (was pow 8 — broad arc, made the
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// shafts pass light up too much of the sky). pow 20 keeps rays
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// visually anchored to the actual sun direction.
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let cone = pow(max(dot(view_dir, sun), 0.0), 20.0);
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let mask = is_sky * cone;
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return vec4<f32>(mask, mask, mask, 1.0);
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@ -168,18 +168,18 @@ fn sky_color(dir: vec3<f32>) -> vec3<f32> {
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sky = mix(sky, cloud_col, mask * (0.55 + 0.25 * day));
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}
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// Sun disc + halo. The disc softens and spreads as the sun nears
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// the horizon. Sharpness exponents reduced (was 800 at zenith,
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// 160 at horizon — way too expensive on weak GPU / software
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// rasterizers, and pow on big exponents is itself a slow op).
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// 256/120 still reads as a crisp sun disc visually.
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// Sun disc + halo. Intensity reduced (was 1.5–2.2 — pushed the
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// disc above 1.0 which then ate the shafts additive on top,
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// producing a huge saturated white blob through ACES). 0.9–1.4
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// gives a crisp disc that stays inside the tonemap's linear
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// range so detail survives the curve.
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let sun_col = sun_tint(sun);
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let cos_s = max(dot(dir, sun), 0.0);
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let alt = clamp(sun.y, 0.0, 1.0);
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let disc_sharpness = mix(120.0, 256.0, alt);
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let disc_intensity = mix(2.2, 1.5, alt);
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let disc_intensity = mix(1.4, 0.9, alt);
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let disc = pow(cos_s, disc_sharpness) * disc_intensity * smoothstep(-0.05, 0.05, sun.y);
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let halo = pow(cos_s, mix(3.0, 5.0, alt)) * mix(0.35, 0.20, alt) * day;
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let halo = pow(cos_s, mix(3.0, 5.0, alt)) * mix(0.22, 0.12, alt) * day;
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sky = sky + sun_col * (disc + halo);
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// Moon disc — opposite the sun, faint white, night only.
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@ -51,14 +51,19 @@ fn vs_shafts(@builtin(vertex_index) idx: u32) -> ShaftsOut {
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return out;
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}
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// 32 → 16 samples. The earlier value was overkill — at quarter-res
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// with 16-step decay the rays still trace cleanly without banding,
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// and we cut the per-pixel cost in half. Compensating WEIGHT bump
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// keeps total intensity the same.
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// 32 → 16 samples. EXPOSURE drastically reduced (0.30 → 0.08) so
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// the rays read as subtle warm highlights through the atmosphere
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// rather than a giant white blob that saturates through ACES. The
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// previous value compounded with the bright sun disc and the
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// hemispheric ambient bump to push every pixel near the sun above
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// 1.0, which the tonemap then clamped to white. With EXPOSURE 0.08
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// a fragment looking *directly at* the sun receives an additive
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// shaft contribution of ~0.6, which reads as a glow without erasing
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// the underlying color.
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const N_SAMPLES: i32 = 16;
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const DECAY: f32 = 0.94;
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const WEIGHT: f32 = 0.78;
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const EXPOSURE: f32 = 0.30;
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const EXPOSURE: f32 = 0.08;
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@fragment
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fn fs_shafts(in: ShaftsOut) -> @location(0) vec4<f32> {
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