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发布于 2026-06-22
更新于 2026-10-30
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🚀 What's New in v1.2.0 — Physical Clouds
Version 1.2.0 is the first release of the physical cloud line. The cloud deck stops being four painted sheets and becomes a medium with a droplet spectrum; the atmosphere coefficients are re-derived from measured column depths; godrays integrate a filtered transmittance with a fixed step count; the colour stage becomes twelve sliders;
☁️ Volumetric Cloud Engine — Microphysics, Not Constants
- The deck is a medium.
CLOUD_DENSITYselects a liquid water content (0.075 / 0.15 / 0.30 g/m³) andCLOUD_MICROa droplet spectrum (Continental 6 µm / Typical 8 µm / Maritime 12 µm); extinction is derived from them (σ = 3·LWC·Q_ext / 4ρ·r_eff), so "dense" is a physical quantity rather than a number that was tuned by eye. - Resolution and detail are independent.
CLOUD_QUALITYis the raymarch budget (Cheap 14 / Standard 24 / High 36 / Extreme 56 steps) and the newCLOUD_DETAILis the shape field (2–5 octaves, 1080 → 135 m features). A weak GPU can keep crisp cloud tops and drop the step count instead of the shape; the two multiply, and the cost table is in the release notes. - Coverage is cloud fraction, not brightness. New
CLOUD_COVERAGE(Clear / Scattered / Broken / Broken to overcast / Overcast) moves the threshold the shape field has to cross, and each octave preset carries a bisected offset so "Broken" covers the same ~40 % of the sky on every profile. - Cirrus is ice, not a small cumulus. New
CLOUD_CIRRUSmarches a fibrous veil at 6.5–11.2 km with its own extinction (~0.09 g/m³, 25 µm), and it dissolves into the horizon haze instead of ending on a visible edge. - An independent mid-level deck. New
CLOUD_MID_LAYERadds a second, separate layer rather than repeating the cumulus field. - Real air. Altitudes in metres via
CLOUD_HEIGHT(400 m / 1200 m / 2400 m / 3600 m), deck depth as a fraction of the base altitude, reach out to 32 km, wind as a velocity in m/s, per-cloud condensation level (CLOUD_BASE_VARIATION) and vertical development (CLOUD_UPDRAFT), and multiple scattering instead of a single-sample light tap. CLOUD_MODEkeeps the v1.1.4 layered sheets available (Layered sheets / Volumetric) for hardware that cannot afford the march.
🌤️ Godrays — Filtered, Bounded and Stable in Time
- Shafts sample a filtered shadow term — a smoothstep band expressed in the same space as the depth compare — instead of
step()on the blocker depth. Moving the camera by a fraction of a shadow texel no longer flips whole samples between lit and unlit. - Fixed step count. The path is bounded (40 km) and divided into a constant number of taps, so the optical depth changes continuously as the sun moves instead of jumping whenever the path crosses a multiple of the old 150 m step.
- One cloud-shadow column per frame. The cloud transmittance that gates the shafts is screen-independent, so it is evaluated once per fullscreen-quad vertex in
composite.vshand handed over as aflatvarying — 4 evaluations per frame instead of 2 million. That file is generated fromcomposite.fshbytools/gen_composite_vsh.py, so the duplicated field code cannot drift; CI can verify it with--check. - Near-horizontal light fades out towards the horizon instead of integrating an effectively infinite path through the deck, which is what made the shafts "breathe" at sunset.
🌇 Atmosphere — Coefficients From Measurements, Twilight From Optics
- Rayleigh, aerosol scattering and absorption, and ozone as a 25 ± 15 km tent (Bruneton/Hillaire) replace the hand-tuned triplet that carried roughly 9× too much aerosol and no ozone at all.
- Twilight is produced by the optical path: civil, nautical and astronomical phases, the Earth's shadow and the Belt of Venus, all in
gbuffers_skybasic. The old global on/off ramp over the finished result is gone, so the sky no longer dies by solar −1.4°. - Airglow is added after the dark-adaptation gain. Multiplying it by the gain (which reaches 28 in deep twilight) used to paint the entire night
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