style: misc cleanup
This commit is contained in:
+1
-31
@@ -614,23 +614,6 @@ const SealCube = forwardRef<Mesh>((props, ref) => {
|
|||||||
SealCube.displayName = 'SealCube';
|
SealCube.displayName = 'SealCube';
|
||||||
|
|
||||||
export default function Home() {
|
export default function Home() {
|
||||||
// const { chunks, chunkSize, chunkRes, terrainScale, hillScale, hillHeight, detailScale, detailHeight, wireframe, grassCount, grassSize, grassLOD } = useControls(
|
|
||||||
// {
|
|
||||||
// chunks: 8,
|
|
||||||
// chunkSize: 10,
|
|
||||||
// chunkRes: { value: 8, min: 2, max: 64, step: 1 },
|
|
||||||
// terrainScale: 1,
|
|
||||||
// hillScale: 0.1,
|
|
||||||
// hillHeight: 6.0,
|
|
||||||
// detailScale: 1.0,
|
|
||||||
// detailHeight: 0.1,
|
|
||||||
// wireframe: false,
|
|
||||||
// grassCount: { value: 6000, min: 0, max: 10000, step: 100 },
|
|
||||||
// grassSize: { value: 0.6, min: 0.01, max: 1.0, step: 0.01 },
|
|
||||||
// grassLOD: { value: 40, min: 10, max: 100, step: 5, label: 'Grass LOD Distance' },
|
|
||||||
// }
|
|
||||||
// );
|
|
||||||
|
|
||||||
const [sealMesh, setSealMesh] = useState<Mesh | null>(null);
|
const [sealMesh, setSealMesh] = useState<Mesh | null>(null);
|
||||||
|
|
||||||
return (
|
return (
|
||||||
@@ -651,20 +634,7 @@ export default function Home() {
|
|||||||
/>
|
/>
|
||||||
<SMAA />
|
<SMAA />
|
||||||
|
|
||||||
{/* {sealMesh ? (
|
|
||||||
<GodRays
|
|
||||||
sun={sealMesh}
|
|
||||||
samples={16}
|
|
||||||
density={1}
|
|
||||||
decay={0.99}
|
|
||||||
weight={0.1}
|
|
||||||
exposure={0.2}
|
|
||||||
clampMax={1}
|
|
||||||
blur={true}
|
|
||||||
/>
|
|
||||||
) : (
|
|
||||||
<></>
|
|
||||||
)} */}
|
|
||||||
</EffectComposer>
|
</EffectComposer>
|
||||||
|
|
||||||
<Environment files={'hdr/sky.hdr'} environmentIntensity={1} background />
|
<Environment files={'hdr/sky.hdr'} environmentIntensity={1} background />
|
||||||
|
|||||||
@@ -1,17 +1,12 @@
|
|||||||
// Fake Ambient Occlusion
|
|
||||||
// Darken root (vGrassUv.y near 0) substantially
|
|
||||||
float ao = smoothstep(0.0, 0.4, vGrassUv.y);
|
float ao = smoothstep(0.0, 0.4, vGrassUv.y);
|
||||||
ao = mix(0.2, 1.0, ao); // Roots are 20% brightness
|
ao = mix(0.2, 1.0, ao); // Roots are 20% brightness
|
||||||
|
|
||||||
// Base mixing
|
|
||||||
vec3 rootColor = diffuseColor.rgb * 0.4;
|
vec3 rootColor = diffuseColor.rgb * 0.4;
|
||||||
vec3 tipColor = diffuseColor.rgb * 1.3 + vec3(0.1, 0.1, 0.0);
|
vec3 tipColor = diffuseColor.rgb * 1.3 + vec3(0.1, 0.1, 0.0);
|
||||||
|
|
||||||
vec3 grassColor = mix(rootColor, tipColor, vGrassUv.y);
|
vec3 grassColor = mix(rootColor, tipColor, vGrassUv.y);
|
||||||
grassColor *= ao;
|
grassColor *= ao;
|
||||||
|
|
||||||
// Fake Translucency / Backlighting (Simple rim light effect)
|
|
||||||
// Simulating light passing through blades
|
|
||||||
float translucency = pow(vGrassUv.y, 2.0) * 0.5;
|
float translucency = pow(vGrassUv.y, 2.0) * 0.5;
|
||||||
grassColor += vec3(0.1, 0.2, 0.0) * translucency;
|
grassColor += vec3(0.1, 0.2, 0.0) * translucency;
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user