AndreasFSC
Too much going on...
About the going through specular, sadly there is no way I know of to tell the shader if something or at least the object itself is blocking the light.
The sun flare effect gets blocked by objects, but I think it is handled in game logic somehow
maybe these not much used settings work?
HorizonMaxHeight =
HorizonMinHeight =
haven't tried that myself.
And of course the track landscape is not always flat...
I made a test where the 'upwards' specular reflection was blocked, but it looked weird too. Solving this is on the 'wish list'.
I am quite happy with the water shader, it uses a series of bump maps for shape animation and a cube map for reflections. If we could access the track reflection data that is used for rain reflection that would be really cool. I use light amount to decide how much blue color to add, but the best thing would be to reflect sky color as in real life.
I think GTR2 is more sensible for shadows as I have heard that it is takes cpu resources, and that game is made for one core. Or it could be something else track dependent? It works quite well here.
The sun flare effect gets blocked by objects, but I think it is handled in game logic somehow
maybe these not much used settings work?
HorizonMaxHeight =
HorizonMinHeight =
haven't tried that myself.
And of course the track landscape is not always flat...
I made a test where the 'upwards' specular reflection was blocked, but it looked weird too. Solving this is on the 'wish list'.
I am quite happy with the water shader, it uses a series of bump maps for shape animation and a cube map for reflections. If we could access the track reflection data that is used for rain reflection that would be really cool. I use light amount to decide how much blue color to add, but the best thing would be to reflect sky color as in real life.
I think GTR2 is more sensible for shadows as I have heard that it is takes cpu resources, and that game is made for one core. Or it could be something else track dependent? It works quite well here.
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