lundi 18 avril 2016

Atmospheric scattering on GPU : part II

I continue to follow the example of GPU atmospheric scattering by S. O'Neil. This time the integrator is applied to represent planet's terrain seen through the atmosphere. So the rayleigh and mie scattering is added to the existing planet's terrain shaders. The scattering resulting color factors c0 and c1 are blended to the lit and texture colored pixel value computed in the terrain details pixel shader, as in the following formula:

final_color.xyz = input.c0 + ( lit_color * pixel_color * input.c1 );


The result is a nice blue veil over planet's terrain, brighter on the horizon, as in those screensgrab bellow:













I now bet that Elite Dangerous team also used Sam O'Neil work for their earth like planet renderer !!!!




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