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Small changes to ao & debug
+Reintroduced the zoomfactor to reduce the radius at distances =Changes to the debug views, should be better to understand
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reshade-shaders/Shaders/Pirate_SSAOILSC.fx

Lines changed: 7 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -266,7 +266,8 @@ float4 GetAO(float2 coords)
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float3 ilum;
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float3 scatter;
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float fade = smoothstep(DEPTH_AO_FADE_END - DEPTH_AO_FADE_START, 0.0, pointnd.w - DEPTH_AO_FADE_START);
269-
//float zoomfactor = pow((1.0 - pointnd.w) * fade, 2); // Not being used right now. Could use later to compress taps that are far in the distance.
269+
float zoomfactor = pow((1.0 - pointnd.w) * fade, 2); // Not being used right now. Could use later to compress taps that are far in the distance.
270+
zoomfactor = max(zoomfactor, 0.5);
270271
float3 tapeyevector;
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#if DEPTH_AO_USE_MANUAL_RADIUS
@@ -304,9 +305,9 @@ float4 GetAO(float2 coords)
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randomvector = Rotate90(randomvector);
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#endif
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#if DEPTH_AO_USE_TIMED_NOISE
307-
float2 tapcoords = coords + pixelradius * randomvector * (0.5 + GetRandomT(coords)) * (p + 1) / depth_passes;
308+
float2 tapcoords = coords + pixelradius * randomvector * zoomfactor * (0.5 + GetRandomT(coords)) * (p + 1) / depth_passes;
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#else
309-
float2 tapcoords = coords + pixelradius * randomvector * (p + 1) / depth_passes;
310+
float2 tapcoords = coords + pixelradius * randomvector * zoomfactor * (p + 1) / depth_passes;
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#endif
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312313
float4 tapnd = tex2Dlod(SamplerND, float4(tapcoords, 0, miplevel));
@@ -594,11 +595,11 @@ float4 PS_AOCombine(float4 vpos : SV_Position, float2 texcoord : TEXCOORD) : COL
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ret.rgb = lerp(ret.rgb + il, ret.rgb * (1.0 + il), dot(ret.rgb, 0.3333));
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if (DEPTH_AO_DEBUG == 1)
597-
ret.rgb = ao * DEPTH_AO_STRENGTH;
598+
ret.rgb = 0.75 + (ret.rgb * 0.25) - ao;
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else if (DEPTH_AO_DEBUG == 2)
599-
ret.rgb = il;
600+
ret.rgb = ret.rgb * 0.25 + il;
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else if (DEPTH_AO_DEBUG == 3)
601-
ret.rgb = 0.3 + il - ao;
602+
ret.rgb = ret.rgb * 0.3 + il - ao * 0.3;
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return saturate(ret);
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}

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