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Procedural atmospheric scattering #16314

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@ecoskey ecoskey commented Nov 9, 2024

Implement procedural atmospheric scattering from Sebastien Hillaire's 2020 paper. This approach should scale well even down to mobile hardware, and is physically accurate.

For followup

  • Integrate with pcwalton's volumetrics code
  • refactor/reorganize for better integration with other effects
  • solve minor color inaccuracy at sunrise

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Check the example in examples/3d/atmosphere.rs.

Credits

Built off of @mtsr's original branch, which handled the transmittance lut (arguably the most important part, and I still don't understand the parametrization)

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ecoskey commented Dec 24, 2024

Gonna put this up for review, I know the sunrise/set colors aren't perfectly accurate, but I've been unable to fix it. I'd be perfectly fine merging this as an experimental module, considering I still need to merge it and pcwalton's volumetrics stuff into a single module as a followup. I'm just really ready to be done with this pr lmao.

@ecoskey ecoskey marked this pull request as ready for review December 24, 2024 04:55
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You added a new feature but didn't update the readme. Please run cargo run -p build-templated-pages -- update features to update it, and commit the file change.

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A-Rendering Drawing game state to the screen C-Feature A new feature, making something new possible D-Complex Quite challenging from either a design or technical perspective. Ask for help! M-Needs-Release-Note Work that should be called out in the blog due to impact S-Waiting-on-Author The author needs to make changes or address concerns before this can be merged
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