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feat(pbr): improvements to terrain parallax and parallax shadows#982

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doodlum merged 6 commits into
community-shaders:devfrom
ThePagi:patch-7
Mar 2, 2025
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feat(pbr): improvements to terrain parallax and parallax shadows#982
doodlum merged 6 commits into
community-shaders:devfrom
ThePagi:patch-7

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@ThePagi ThePagi commented Mar 1, 2025

Use min instead of max when selecting parallax mipmap - this improves quality a ton especially on pbr landscapes, because the view angle and absence of anisotropic filtering made it always pick too small mipmaps before. Potentially lowers performance, but no real loss noticed when testing and we can reduce parallax resolution further now that it is crispy.

Changed height blending to make it much stronger while keeping smooth transitions on flatter parallax.

Fixed pbr landscape parallax shadows that were too weak because they were not normalized like all other parallax shadows were.

Edit: changed parallax shadow *2 multiplier to ^2 for more demure behavior

@doodlum doodlum merged commit e0c28b5 into community-shaders:dev Mar 2, 2025
alandtse pushed a commit to alandtse/open-shaders that referenced this pull request Jul 20, 2025
…munity-shaders#982)

* feat(pbr): improvements to terrain parallax and parallax shadows

* style: 🎨 apply clang-format changes

* Update ExtendedMaterials.hlsli

* Update ExtendedMaterials.hlsli

* pow 2 instead of mul 2 parallax shadow

* style: 🎨 apply clang-format changes

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Co-authored-by: ThePagi <ThePagi@users.noreply.github.com>
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2 participants