fix(render3d): a leaf is not matte
Foliage roughness was pinned to 1.0 and grazing Fresnel switched off, so nothing green in the game had a highlight anywhere. The glint off waxy leaves and wet needles is most of what makes a stand look alive rather than painted. The reason it was off is real: a crown is card quads, and at a grazing angle the card's normal is a lie, so a specular lobe frosted whole crowns white against the sky. The sheen returns as its own term gated on exactly that - it fades as the card turns edge-on, which is where its normal stops meaning anything. A tight lobe for the glint, a weak wide one for the waxy rim, nothing at the angles that frosted. Translucency reaches 260 m rather than 140, and a dense crown passes 0.45 of it rather than 0.3, so a backlit stand glows for as far as you can see it. 400 frames: GL 7.1 s, VK 7.4 s. Backends agree to 0.14/255. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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10 changed files with 54 additions and 3 deletions
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@ -147,6 +147,17 @@ void main() {
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if (u_model_h > 2.0) arm.r *= mix(0.5, 1.0, v_hull);
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#endif
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alb *= u_tint * (0.85 + 0.3 * fract(v_seed * 7.13));
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#if defined(FOLIAGE) && !defined(BLADE)
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// Per-plant HUE, not only per-plant brightness. The line above varies value by +-15% and
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// nothing else, so a stand of one species was one colour at fifteen different exposures -
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// and a real stand is not: neighbouring trees of the same species sit anywhere from
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// yellow-green to blue-green depending on age, aspect and how dry the ground under them is.
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// Trading red against blue is a hue rotation about green, which is the axis that matters for
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// foliage and costs two multiplies. Blades are excluded: they get their own patchy field
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// and regionTint already, and doubling up on them reads as noise rather than variety.
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float hj = fract(v_seed * 3.71) - 0.5;
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alb *= vec3(1.0 + 0.20 * hj, 1.0, 1.0 - 0.20 * hj);
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#endif
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#ifdef CARD
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// a card is its own caster: look up the shadow a little above and in front of it, and let
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// light bleed through the thin clump as real grass does
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@ -173,11 +184,34 @@ void main() {
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// Only a thin leaf a few metres away is translucent. A clump card at 200 m is a whole
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// bush in two pixels, and giving it the leaf's glow toward the sun painted the
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// backlit hillsides with lime discs. The term fades out with distance.
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float thin = 1.0 - smoothstep(30.0, 140.0, dist);
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// A backlit stand glows for as far as you can see it, not 140 m. The cap below is what
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// keeps a two-pixel clump card at distance from becoming a lime disc.
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float thin = 1.0 - smoothstep(60.0, 260.0, dist);
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// a dense crown of cards is not a thin leaf: much less light comes through it
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if (u_model_h > 2.0) thin *= 0.3;
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col += alb * u_sun_color * (0.14 * back + 0.05 * wrap) * thin * shadow * cloudShadow(v_wpos);
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if (u_model_h > 2.0) thin *= 0.45;
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col += alb * u_sun_color * (0.24 * back + 0.07 * wrap) * thin * shadow * cloudShadow(v_wpos);
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col += alb * skyIrradiance(vec3(0, 1, 0)) * 0.12 * arm.r;
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// ---- leaf sheen ---------------------------------------------------------------------
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// A LEAF IS NOT MATTE. Foliage roughness is pinned to 1.0 just above and grazing Fresnel
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// is switched off, so nothing green in this game has ever had a highlight - and the glint
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// off wet needles and waxy leaves is most of what makes a real stand look alive rather
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// than painted. The reason it was switched off is real, though: a crown is card quads, and
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// at a grazing angle the card's normal is a lie, so a plain specular lobe frosted whole
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// crowns white against the sky.
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//
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// So the sheen is added back as its own term and gated on exactly that: it fades out as
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// the card turns edge-on (NoV), which is where its normal stops meaning anything. A tight
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// lobe for the glint, a weak wide one for the waxy rim, and nothing at all at the angles
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// that used to frost.
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{
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vec3 vv = normalize(u_cam_pos - v_wpos);
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vec3 hh = normalize(vv + u_sun_dir);
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float NoH = max(dot(n, hh), 0.0);
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float NoV = max(dot(n, vv), 0.0);
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float sheen = pow(NoH, 26.0) * 0.55 + pow(1.0 - NoV, 4.0) * 0.05;
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sheen *= smoothstep(0.10, 0.42, NoV);
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col += u_sun_color * sheen * shadow * cloudShadow(v_wpos) * 0.4 * (0.45 + 0.55 * arm.r);
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}
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#endif
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col += alb * u_emissive;
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if (any(isnan(col))) col = vec3(0.0);
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