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feat: add Rain wetness effects #83
feat: add Rain wetness effects #83
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… through some bugs.
…wet once it has been raining and take some time to dry after it is done raining
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Nice job. Will try to test tonight. Have you gotten any feedback?
Looks awesome! Minor nitpicks below: bool IsOutdoors; Can replace with a single bool. exp2(transitionCurveMultiplier * log2(perPassRainWetnessEffects[0].TransitionPercentage))); Can do on the CPU instead. |
Isn't it two? I think we need to provide the enable/disable option; but agree that isOutdoors and isRaining should just collapse to isRaining. But ultimately, does it matter if it's 3 vs 1 bool? |
It's just good housekeeping to keep the code as tight as possible, particularly with compilation speed issues. It's not at all critical, I can just fix it very quickly after merge if needed. IsRaining/IsOutdoor/EnableRainWetness all go to only one path therefore all can be merged. |
IsRaining should be completely replaced by IsOutdoors and shouldn't still exist. If you see it anywhere tell me. This value makes sure that it doesn't show wetness effects when you are in indoors. EnableRainWetnessEffects is the user setting to toggle the effect on or off and as a result is separate. |
but you could just do EnableRainWetnessEffects && IsRaining && IsOutdoors on the CPU? it should have the same result |
Yeah, good point. You would only need them both on the CPU side. |
…ffect in the shader. - Moved EnableRainWetnessEffects setting check to the CPU and it skips calculating anything when it is disabled. - Moved the transition easing function to the CPU.
…ger wetness effect.
- Also made min value for Shininess multiplier 0.5
… transition values. - Updated nighttime defaults
…ders into pr/TheRiverwoodModder/83
@doodlum Ok, I'd suggest a squash since much of the commit history isn't normalized. |
…ders into pr/TheRiverwoodModder/83
…dmodder/skyrim-community-shaders into pr/TheRiverwoodModder/83
Fixes issue from doodlum#109
Adds a rain wetness effect for VR and Flat:
closes #60