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TDM Fresnel Mod


nbohr1more
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It is my understanding that view dependent effects like fresnel and specular do not influence

the interior of the lightgem octahedron very much so it's doubtful that the effect will alter playability in missions.

 

That said, it may make some players feel that the immersion is lower since they see a brighter world but the

effect is not correlated to the lightgem level.

 

All that said, I am still working on better tuning of the brightness.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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This one is a little less dramatic but also has removed almost all crazy fudge numbers in favor of doubles , quarter, halves.

Not quite sure about how it dries up fresnel a little too much on bright stone but it is still pretty charming.

interaction.ambient.fs.glsl

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Here is a 2.10 build:

https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-210-beta

grass_2021-12-24_07_52_45.thumb.jpg.25708cab8e3dd1d22a1d3d4686dde78e.jpg

The instruction count has been further reduced.

Comparisons:

Default:

grass_default.jpg

Just the fresnel and Specular effect:

grass_fresnel.jpg

Fresnel and Distance darkening:

grass_fresnel_darken.jpg

Fresnel + Distance Dark + SSAO

grass_fresnel_daeken_AO.jpg

 

Default + SSAO

 

grass_default_AO.jpg

  • Like 3

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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  • nbohr1more changed the title to TDM Fresnel Mod

A little preview of the ongoing work:

Caduceus_good.thumb.jpg.005d5966cb7fbf5a58bfc34bac2efe35.jpg

Since 2.11 has some major changes to shader architecture, I had to rebuild my design.

In addition to restoring all my basic features, I gave considerable thought about how finicky and full of

fudge factors my last design was.

For the longest time, I have been unhappy about what I call the "velvet effect" on diffuse surfaces. This seems to happen

because the original design has the fresnel multiplied by the diffuse. I went to great lengths to achieve the following conditions:

1) Set a dry looking default fresnel for diffuse textures

2) Make specular fresnel match the look of the specular reflections from above

3) Don't make everything shiny ( an issue that was caused by fresnel in 1.03 due to a default minimum boost in specular to everything )

4) Avoid the velvet effect

Happily, I have achieved all the goals and then some.

How did it do it?

Like some of my earlier designs, there are two different fresnel equations for specular vs diffuse.

Diffuse has a hard-coded low power constant which spreads the effect wide over surfaces rather than being a rim effect

The specular fresnel power value is initially high but is multiplied by the specular texture causing shinier values to have tighter fresnel that looks more like specular

How did I apply the fresnel effect to diffuse without multiplying it or causing the velvet effect?

I multiplied the diffuse fresnel by 1.0 minus the specular texture ( inversion ).

This caused all the shiny areas to remain dark but brightened low or no specular areas.

This still was too foggy when added to the top of surfaces so I then also multiplied the results from

the inverted specular pass with an inverted diffuse map. This cause the effect to retain most of the diffuse features without

becoming too high contrast or causing neutral textures to glow.

Finally, probably the biggest change was that I was able to adapt one of stgatilov's changes to make the entire underside of structures darker the way it used to be in 1.03. This has a dramatic improvement to scenes like the one above.

Here are the 2.11 files ( currently requires building from SVN source ). I will attempt to back-port my improvements to the 2.10 shader a little later.

 

 

tdm_interaction.glsl

interaction.ambient.fs.glsl

Since the new dev build is out ( dev16617-10107 ) here is a pack file to place in your darkmod dev build folder:

https://www.moddb.com/mods/the-dark-mod/addons/211-alpha-dev-build-fresnel-mod

 

Edit:

Woo! I got the down-shading to work in 2.10:

        vec4 worldN2 = normalize( params[var_DrawId].modelMatrix * vec4(N, 0) ) ;
        vec3 worldL2 = vec3(0, 0, 1);
        float NdotL2 = dot(worldN2.xyz, worldL2);
        float downshading2 = min (( NdotL2 + 1.38 ), 1.0 ) ;

gotta cleanup the rest of the shader design and I'll post a new version.

 

  • Like 2

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Here is a backported verion for 2.10

https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-210

EDIT:

I finally figured out how to fully divorce the diffuse and specular in 2.10.

Attaching here for safe keeping:

interaction.ambient.fs.glsl

I'll upload a new pack file to moddb once I am done testing and tuning.

  • Like 2

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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