chris_blues wrote in Sat Jun 18, 2016 7:18 pm:Of course that would vanish at lower resolutions, but I'd love to actually see it with my own eyes...
Additionally I'm a bit afraid to touch the shader code myself, as all I can see there is ASCII-art...
Don't be too worried, it's possible to back up data/shaders/planet.frag and replace it if anything goes wrong.
NB: For context, my fields are not in IT, let alone graphics programming. But this seems to work:
You can add 'noise = 1.0;' in-between the two lines as done here to turn off the structuring introduced by noise:
float night_light_factor = night_light * (1.0 - smoothstep(-0.3, 0.0, NdotLraw));
noise = 1.0;
float noise_factor = (0.4 + 0.6* smoothstep(0.7 - 0.4* night_light,0.9 - 0.4 * night_light,noise));
(Noise has a maximum value of 1 so this stops structure being introduced by noise, but leaves intact use of noise earlier and leaves night_light_factor alone as it doesn't seem to be in the interval 0-1).
This still leaves in desaturation making bright areas white which you can turn off if you find it distracting, by inserting '//' before this line as done here:
//light_color = mix(light_color, central_light_color, smoothstep(0.3, 0.6,noise*noise * night_light));
regards,
vnts