bvle-voxels/shaders
Samuel Bouchet 55c67686f2 Phase 7.1: stylized lighting — hemisphere ambient, colored shadows, rim light, tone mapping
Wonderbox-inspired lighting overhaul across all 3 pixel shaders:
- Hemisphere ambient (sky blue above, warm brown below) replaces flat ambient
- RT shadows lerp toward blue-violet tint instead of plain darkening (factor 0.55)
- Rim light (fresnel) with warm golden color on silhouettes (30% on vegetation)
- Soft exponential tone mapping + saturation boost in final post-process pass
- CB parameters for all lighting values (skyAmbient, groundAmbient, shadowTint, etc.)
- Fog color/density centralized from CB instead of hardcoded per-shader
- Screenshot mode (CLI "screenshot"): fixed camera, AO convergence, auto-capture
- AO noise stability: world-space hash using voxel center + tangent-axis frac position
- AO distance-weighted falloff: continuous occlusion values instead of binary hit/miss
2026-03-29 15:00:12 +02:00
..
voxelAOApplyCS.hlsl Phase 7.1: stylized lighting — hemisphere ambient, colored shadows, rim light, tone mapping 2026-03-29 15:00:12 +02:00
voxelAOBlurCS.hlsl Phase 6.3: RT ambient occlusion with bilateral blur 2026-03-29 09:31:19 +02:00
voxelBLASExtractCS.hlsl Phase 6.1: RT infrastructure — MRT normals + BLAS/TLAS build 2026-03-28 14:48:11 +01:00
voxelCommon.hlsli Phase 7.1: stylized lighting — hemisphere ambient, colored shadows, rim light, tone mapping 2026-03-29 15:00:12 +02:00
voxelCullCS.hlsl Phase 2.3: GPU compute culling with frustum + backface cull 2026-03-25 22:30:50 +01:00
voxelMeshCS.hlsl Phase 5.1: Naive Surface Nets smooth rendering 2026-03-27 13:03:55 +01:00
voxelPS.hlsl Phase 7.1: stylized lighting — hemisphere ambient, colored shadows, rim light, tone mapping 2026-03-29 15:00:12 +02:00
voxelShadowCS.hlsl Phase 7.1: stylized lighting — hemisphere ambient, colored shadows, rim light, tone mapping 2026-03-29 15:00:12 +02:00
voxelSmoothCentroidCS.hlsl Phase 5.2-5.3: CPU perf optimizations + GPU compute Surface Nets 2026-03-27 22:30:43 +01:00
voxelSmoothCS.hlsl Phase 5.2-5.3: CPU perf optimizations + GPU compute Surface Nets 2026-03-27 22:30:43 +01:00
voxelSmoothPS.hlsl Phase 7.1: stylized lighting — hemisphere ambient, colored shadows, rim light, tone mapping 2026-03-29 15:00:12 +02:00
voxelSmoothVS.hlsl Phase 5.1: smooth PS blending uses same logic as blocky PS + debug scene 2026-03-27 14:21:35 +01:00
voxelTopingPS.hlsl Phase 7.1: stylized lighting — hemisphere ambient, colored shadows, rim light, tone mapping 2026-03-29 15:00:12 +02:00
voxelTopingVS.hlsl Add wind to grass toping 2026-03-26 18:58:19 +01:00
voxelVS.hlsl Phase 3: PS-based texture blending with winner-takes-all heightmap 2026-03-26 12:14:08 +01:00