Increase dithering in the PhysicalSkyMaterial shader to combat banding
Banding should now be much less visible when using the default PhysicalSkyMaterial settings.
This commit is contained in:
parent
90bdba576a
commit
88f70b0c05
1 changed files with 1 additions and 1 deletions
|
@ -568,7 +568,7 @@ PhysicalSkyMaterial::PhysicalSkyMaterial() {
|
|||
code += "\tCOLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));\n";
|
||||
code += "\tCOLOR *= exposure;\n";
|
||||
code += "\t// Make optional, eliminates banding\n";
|
||||
code += "\tCOLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.008 * dither_strength;\n";
|
||||
code += "\tCOLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.016 * dither_strength;\n";
|
||||
code += "}\n";
|
||||
|
||||
shader = RS::get_singleton()->shader_create();
|
||||
|
|
Loading…
Reference in a new issue