机器渣,虽然喜欢SEUS 11的水下效果等,但是还在使用SEUS 10.1。
第一次看SEUS 10.1 Preview 2 雨天地面反射,觉得很惊艳,然而10.1/10.2正式版反射却不见了。如何开启这两个版本的反射,上油管找来的教程,特地和大家分享一下~
*本教程适用萌新(油管看来的),dalao勿喷【害怕.jpg】
【1】雨水消失修复方法一
来源:https://www.youtube.com/watch?v=CWH7yqTTzC4
视频中提到的网址(代码来源):http://mxpulse.com/board/viewtopic.php?t=4793
1.首先就是解包光影包,把shadersr文件夹下的gbuffers_weather.fsh 和 gbuffers_weather.vsh复制出来(鞭(备份)尸)
2.gbuffers_weather.fsh 用notepad++或者Emeditor之类的打开,将内容修改为
#version 120
uniform sampler2D texture;
uniform sampler2D lightmap;
varying vec4 color;
varying vec4 texcoord;
varying vec4 lmcoord;
void main() {
discard;
gl_FragData[0] = vec4(texture2D(texture, texcoord.st).rgb, texture2D(texture, texcoord.st).a * 0.04f) * color;
gl_FragData[1] = vec4(0.6f);
gl_FragData[2] = vec4(1.0f);
gl_FragData[3] = vec4(1.0f);
/*
//store lightmap in auxilliary texture. r = torch light. g = lightning. b = sky light.
vec3 lightmaptorch = texture2D(lightmap, vec2(lmcoord.s, 0.00f)).rgb;
vec3 lightmapsky = texture2D(lightmap, vec2(0.0f, lmcoord.t)).rgb;
//vec4 lightmap = texture2D(lightmap, lmcoord.st);
vec4 lightmap = vec4(0.0f, 0.0f, 0.0f, 1.0f);
//Separate lightmap types
lightmap.r = dot(lightmaptorch, vec3(1.0f));
lightmap.b = dot(lightmapsky, vec3(1.0f));
*/
gl_FragData[5] = vec4(lightmap.rgb, texture2D(texture, texcoord.st).a * color.a * 0.0f);
gl_FragData[6] = vec4(0.0f, 0.0f, 1.0f, 0.0f);
gl_FragData[7] = vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
保存。
3.gbuffers_weather.vsh 也用notepad++或者Emeditor之类的打开,将内容修改为
#version 120
varying vec4 color;
varying vec4 texcoord;
varying vec4 lmcoord;
void main() {
gl_Position = ftransform();
color = gl_Color;
texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0;
lmcoord = gl_TextureMatrix[1] * gl_MultiTexCoord1;
}
保存。
4.把gbuffers_weather.fsh 和 gbuffers_weather.vsh覆盖回shaders文件夹下的同名文件,重新打包
5.打开Minecraft测试一下
【1】雨水修复方法二
也可以直接把continuum 1.0的gbuffers_weather.fsh 和 gbuffers_weather.vsh覆盖SEUS 中的gbuffers_weather.fsh 和 gbuffers_weather.vsh。
【2】雨天地面反射开启
打开shaders文件夹下的gbuffers_terrain.fsh
修改
{
wet = clamp(wet * 1.5f - 0.2f, 0.0f, 1.0f);
spec.g *= max(0.0f, clamp((wet * 1.0f + 0.2f), 0.0f, 1.0f) - (1.0f - w) * 1.0f);
spec.b += max(0.0f, (wet) - (1.0f - w) * 1.0f) * w;
// spec.g += wet;
// spec.b += wet;
}
为
{
wet = clamp(wet * 1.5f - 0.2f, 0.0f, 1.0f);
spec.g += max(0.0f, clamp((wet * 1.0f + 0.2f), 0.0f, 1.0f) - (1.0f - w) * 1.0f);
spec.b += max(0.0f, (wet) - (1.0f - w) * 1.0f) * w;
// spec.g += wet;
// spec.b += wet;
}
没错,只是一个“ *= ”变成了“ += ”,雨天地面反射效果就开启了。
第一次看SEUS 10.1 Preview 2 雨天地面反射,觉得很惊艳,然而10.1/10.2正式版反射却不见了。如何开启这两个版本的反射,上油管找来的教程,特地和大家分享一下~
*本教程适用萌新(油管看来的),dalao勿喷【害怕.jpg】
【1】雨水消失修复方法一
来源:https://www.youtube.com/watch?v=CWH7yqTTzC4
视频中提到的网址(代码来源):http://mxpulse.com/board/viewtopic.php?t=4793
1.首先就是解包光影包,把shadersr文件夹下的gbuffers_weather.fsh 和 gbuffers_weather.vsh复制出来(鞭(备份)尸)
2.gbuffers_weather.fsh 用notepad++或者Emeditor之类的打开,将内容修改为
#version 120
uniform sampler2D texture;
uniform sampler2D lightmap;
varying vec4 color;
varying vec4 texcoord;
varying vec4 lmcoord;
void main() {
discard;
gl_FragData[0] = vec4(texture2D(texture, texcoord.st).rgb, texture2D(texture, texcoord.st).a * 0.04f) * color;
gl_FragData[1] = vec4(0.6f);
gl_FragData[2] = vec4(1.0f);
gl_FragData[3] = vec4(1.0f);
/*
//store lightmap in auxilliary texture. r = torch light. g = lightning. b = sky light.
vec3 lightmaptorch = texture2D(lightmap, vec2(lmcoord.s, 0.00f)).rgb;
vec3 lightmapsky = texture2D(lightmap, vec2(0.0f, lmcoord.t)).rgb;
//vec4 lightmap = texture2D(lightmap, lmcoord.st);
vec4 lightmap = vec4(0.0f, 0.0f, 0.0f, 1.0f);
//Separate lightmap types
lightmap.r = dot(lightmaptorch, vec3(1.0f));
lightmap.b = dot(lightmapsky, vec3(1.0f));
*/
gl_FragData[5] = vec4(lightmap.rgb, texture2D(texture, texcoord.st).a * color.a * 0.0f);
gl_FragData[6] = vec4(0.0f, 0.0f, 1.0f, 0.0f);
gl_FragData[7] = vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
保存。
3.gbuffers_weather.vsh 也用notepad++或者Emeditor之类的打开,将内容修改为
#version 120
varying vec4 color;
varying vec4 texcoord;
varying vec4 lmcoord;
void main() {
gl_Position = ftransform();
color = gl_Color;
texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0;
lmcoord = gl_TextureMatrix[1] * gl_MultiTexCoord1;
}
保存。
4.把gbuffers_weather.fsh 和 gbuffers_weather.vsh覆盖回shaders文件夹下的同名文件,重新打包
5.打开Minecraft测试一下
【1】雨水修复方法二
也可以直接把continuum 1.0的gbuffers_weather.fsh 和 gbuffers_weather.vsh覆盖SEUS 中的gbuffers_weather.fsh 和 gbuffers_weather.vsh。
【2】雨天地面反射开启
打开shaders文件夹下的gbuffers_terrain.fsh
修改
{
wet = clamp(wet * 1.5f - 0.2f, 0.0f, 1.0f);
spec.g *= max(0.0f, clamp((wet * 1.0f + 0.2f), 0.0f, 1.0f) - (1.0f - w) * 1.0f);
spec.b += max(0.0f, (wet) - (1.0f - w) * 1.0f) * w;
// spec.g += wet;
// spec.b += wet;
}
为
{
wet = clamp(wet * 1.5f - 0.2f, 0.0f, 1.0f);
spec.g += max(0.0f, clamp((wet * 1.0f + 0.2f), 0.0f, 1.0f) - (1.0f - w) * 1.0f);
spec.b += max(0.0f, (wet) - (1.0f - w) * 1.0f) * w;
// spec.g += wet;
// spec.b += wet;
}
没错,只是一个“ *= ”变成了“ += ”,雨天地面反射效果就开启了。









