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Light attenuation not simulated for water #6

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MonoAccipiter opened this issue Jun 7, 2022 · 2 comments
Open

Light attenuation not simulated for water #6

MonoAccipiter opened this issue Jun 7, 2022 · 2 comments

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@MonoAccipiter
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From discussion with Zesterer on OpenMW Discord:

Light attenuation for particles like mud are not simulated correctly by the PBR shader, leading to "electric blue" water, often with very high occurrences of greens and bright blues. See screenshots:

screenshot033

screenshot018

@zesterer
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zesterer commented Jun 9, 2022

I've been doing a little experimenting with... mixed results. Superficially it appears to work fine, but interacts strangely with things like SSAO due to the lack of depth writing (similar to cloud shaders). More experimentation is needed!
image

@AbduSharif
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I would ignore the issues with SSAO shaders, they're broken in alot of other ways, not just with your shaders too, but also with OpenMW.

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