55% of every ground pixel was the orthophotograph, at every distance and on every material. A survey image records WHERE the forest and the scree are well and what a steep rock face is coloured badly - it is shot through kilometres of air at an angle no player stands at. The photograph keeps the meadow and the forest and gives the rock back to the rock, by material and by elevation and never by distance: a distance fade used to live here and was removed because the photograph has the day's own shadows baked in, so grass grew dark patches as you backed away and they slid as you walked. The far tier's rock fallback is the maroon mean, not a neutral grey - TFAST_3 skips the rock sample and leaves that constant standing in for a whole mountain. Ortho-classified snow needs altitude now. Bright and unsaturated is what snow looks like from a satellite and also what a sunlit rock face looks like. Gully snow is gated on the snow line rather than two absolute heights. Distance desaturation eased 1.9 -> 1.15: tuned on a valley whose rock was grey anyway. NOT FIXED, and I want it recorded rather than implied: the Bells themselves are still not maroon. The near and middle rock is warmer and measurably so, but the distant peak does not respond to ANY of this - not the rock tint, not the ortho weight, not the snow line, not the gully gate. Painting sA bright red left it unchanged, so whatever surface that is, it is not this shader's snow and not this shader's material blend. Somebody should find out what draws it before tuning any of these numbers further. 400 frames: GL 7.0 s, VK 7.2 s. Backends agree to 0.62/255. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
101 KiB
101 KiB