Few suggestions and bugs report to improve the shader
WATERFORCE99 opened this issue ยท 5 comments
bug report:
custom skybox function broken
the edge of volume cloud flickering
the falling water seem to be unconnected from some angle and have a very bad looking while standing close
suggestions:
- the roughness based reflection creats far more noise than expected compare to other shaders featuring similar function
- the reflection of metal related blocks with PBR texture seems to be plastic rather than metalic
- hoping configable sun and moon size added
- hoping lens flare filter added
- hoping heighten sun brightness of noon by default
- adding fxaa support will be great
- is it possible to add SSPT?
How would SSPT differ from SSGI?
I don't even see a difference between SSRT and SSGI
for the bugs, yeah the skybox thing is a bit iffy right now. volume filtering is horrid right now as well, already working on that.
the water disconnection is going to happen even without shaders enabled, if im understanding the bug youre talking about,
i will answer for suggestions in order as you numbered
- yeah... cant do much for that. my TAA is leaning away from being a denoiser, so it will be more noisy compared to other shaders that tune their TAA for denoising. the screenspace reflections dont have a dedicated denoiser either, so its just their raw output.
- i am adding labPBR hardcoded metals support next commit, so metals will look alot nicer overall. no more tinfoil metals.
- maybe
- i experimented with that, and decided it was kind of meh, i may not add it after all.
- you can increase the sun brightness yourself,
shader settings -> direct light -> sun/moon color -> sun illuminance
- im never adding fxaa sorry
- if i added SSPT, to the average person, it will look exactly the same as the already existing SSGI. SSGI is still screen-space raytracing, its just not pathtracing. i chose to call it "SSGI" because that is a broad term it falls under. but it is more accurately "SSRT" (shader terminology is hell)
for the bugs, yeah the skybox thing is a bit iffy right now. volume filtering is horrid right now as well, already working on that. the water disconnection is going to happen even without shaders enabled, if im understanding the bug youre talking about,
i will answer for suggestions in order as you numbered
- yeah... cant do much for that. my TAA is leaning away from being a denoiser, so it will be more noisy compared to other shaders that tune their TAA for denoising. the screenspace reflections dont have a dedicated denoiser either, so its just their raw output.
- i am adding labPBR hardcoded metals support next commit, so metals will look alot nicer overall. no more tinfoil metals.
- maybe
- i experimented with that, and decided it was kind of meh, i may not add it after all.
- you can increase the sun brightness yourself,
shader settings -> direct light -> sun/moon color -> sun illuminance
- im never adding fxaa sorry
- if i added SSPT, to the average person, it will look exactly the same as the already existing SSGI. SSGI is still screen-space raytracing, its just not pathtracing. i chose to call it "SSGI" because that is a broad term it falls under. but it is more accurately "SSRT" (shader terminology is hell)
thank you for your reply! Appreciate for your great work!
for suggestion 5 i mean, simple tuning the illuminance will make the whole day over bright, maybe a little bit brighter for noon only will be cool.
for suggestion 6, tbh the current taa just not perform very well, i dont know anything about coding so maybe not adding fxaa because of some difficulties?
and for suggestion 7, I experienced kappa shader and its SSPT is amazing, but im okay with just SSGI.
i really have no plans to add more anti-aliasing options. the most im doing is adding a "responsive TAA" option, which tries to use as little frame history as possible, so it can further reduce its artifacts, and focus on antialiasing only, not denoising.
and for the global illumination stuff.... i cant really explain it well. theres alot of overlapping, and i dont know enough to tell you what exactly makes pathtracing pathtracing or not. but i will al teast try explain the terms that overlap a bit lol, its a mess
SSGI, is screen-space global illumination
SSRT, is screen-space raytracing
SSPT, is screen-space pathtracing.
SSGI includes both SSRT and SSPT, and other methods that dont use raytracing, because those are all ways to do screen-space global illumination (SSGI for short)
SSRT includes SSPT because SSPT is a use of raytracing, and then theres other uses of raytracing for global illumination as well.
SSPT is, well its own set of things. path tracing can be used for a bunch of stuff, be it a reflection, bouncing light, or volumetrics
bliss's SSGI, is SSRT. it can do indirect bounced diffuse lighting in screen-space. bliss also has screen-space reflections (which use raytracing) with a reflection distribution function, so it can have varying levels of smoothness depending on the materials. this can work together with the SSGI to provide a more detailed image with screen-space raytraced specular and diffuse lighting.
If no FXAA (which I agree with), maybe MLAA, SMAA, SRAA or CMAA?
Also could I get an explanation or a link to how SSRT, SSGI and SSPT differ?
RT is basic ray, path tracing is more advanced and can do more effects, but GI is also more advanced RT?
Would that be just higher quality SSGI with some more effects?