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3 commits

Author SHA1 Message Date
3d0c4f2f80 Phase 4.2+7: grass blade rework + soft RT shadows + toping BLAS optimization
Grass blades:
- Leaf-shaped profile (4 sections: base→belly→taper→tip) instead of spiky triangles
- Wider blades (base 0.055-0.095), more spacing between blades (±0.07 scatter)
- Natural green texture (50,140,35 → 80,180,55) instead of neon lime
- Reduced warm shift and removed artificial saturation boost
- Side faces at 60% brightness (dark green) instead of 38% (near-black)

Soft RT shadows:
- 2 jittered shadow rays per pixel with IGN+Cranley-Patterson temporal variation
- 2.3° cone around sun direction for soft penumbra
- Gradual shadow factor (0-100%) instead of binary on/off

Performance:
- Toping BLAS removed from TLAS (23M+ tris caused massive ray traversal slowdown)
- Toping BLAS position/index buffer construction skipped entirely
- Shadow rays reduced from 4 to 2 (temporal accumulation compensates)
2026-03-29 19:46:25 +02:00
9086a794a8 Add wind to grass toping 2026-03-26 18:58:19 +01:00
bc29a02c35 Phase 4.2: GPU toping rendering pipeline + winding/lighting fixes
Add instanced rendering for toping bevels: dedicated shaders
(voxelTopingVS/PS), PSO, GPU buffers (t4 vertices, t5 instances),
per-group DrawInstanced in a separate render pass with LoadOp::LOAD.
Fix inverted face winding (emitTri auto-winding condition flipped for
CW front-facing), slope normals (use inward direction not outward),
and PS lighting (negate sunDirection like voxelPS). Update CLAUDE.md
with Phase 4.1/4.2 documentation.
2026-03-26 17:47:08 +01:00