Increase dithering in the PhysicalSkyMaterial shader to combat banding
Banding should now be much less visible when using the default PhysicalSkyMaterial settings.
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@ -568,7 +568,7 @@ PhysicalSkyMaterial::PhysicalSkyMaterial() {
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code += "\tCOLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));\n";
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code += "\tCOLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));\n";
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code += "\tCOLOR *= exposure;\n";
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code += "\tCOLOR *= exposure;\n";
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code += "\t// Make optional, eliminates banding\n";
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code += "\t// Make optional, eliminates banding\n";
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code += "\tCOLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.008 * dither_strength;\n";
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code += "\tCOLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.016 * dither_strength;\n";
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code += "}\n";
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code += "}\n";
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shader = RS::get_singleton()->shader_create();
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shader = RS::get_singleton()->shader_create();
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