feat: soft cloud layer edges

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Richard Zink committed 2026-10-13 20:11:07 +02:00
1 parent 3db36bba58
commit e86819457c
1 file changed
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@@ -335,6 +335,14 @@ window.CONFIG = {
start: 0.35, // world units: clouds fade out very close to camera start: 0.35, // world units: clouds fade out very close to camera
end: 2.5 // full density from this distance onward end: 2.5 // full density from this distance onward
}, },
// Soft cloud edges: instead of a hard shell boundary, the deck fades
// vertically and near grazing horizon rays. This targets the visible
// cloud-deck ring without changing the actual cloud top/bottom.
softEdges: true,
edgeSoftness: 0.18, // world units of vertical soft padding
horizonSoftness: 8.0, // path-length fade for grazing cloud rays
maxMarchUnits: 120, // raymarch cap; 30 was the old fixed cap
// softEdges: false // old hard-edged shell behaviour
// Terrain occlusion for clouds. false draws clouds in front of the // Terrain occlusion for clouds. false draws clouds in front of the
// terrain mesh even when terrain is closer; true clips cloud rays // terrain mesh even when terrain is closer; true clips cloud rays
// against the terrain distance buffer. // against the terrain distance buffer.