Techguy & Maris
Maris Maris
Привет, я тут создаю модель светящихся узоров на коралловом рифе инопланетного происхождения в VR, но рассеивание света совсем не то. Думала, может, у тебя есть какой-нибудь лайфхак по работе с шейдерами для GPU, чтобы это выглядело более реалистично.
Techguy Techguy
Sure thing, just keep it simple and let the math do the heavy lifting. Instead of hard‑coded light falloff, use a realistic scattering function – something like a Henyey‑Greenstein phase function for the bioluminescent particles. In your shader, sample the density of the “coral matrix” along the view ray, integrate the emission, and apply exponential attenuation with distance. Also switch from linear to exponential depth buffer to preserve precision farther away, and use a small bloom pass with a low‑threshold to capture that subtle glow. If the reef looks still too flat, add a tiny time‑varying offset to the particle positions so the light pulses like real bioluminescence. That should give you a more believable diffusion without blowing up your FPS.