I also scaled up both the water and deep water effect planes, creating an ocean that stretches to the horizon, preserving the illusion of a seamless world.
And, first screenshot time!
It's been modified a bit - adding a bit of extra glow, correcting a terrain texture aberration... but it does show off some of what I was talking about, particularly the high contrast.In non-development stuff, I'm working my way through Thief 3 mission-by-mission. It's fun, especially in its more "sandboxy" elements.
Settings on that screeenshot:
ReplyDelete* High quality terrain atlasing shader
* No shadows
* High quality reflection/refraction with water depth effect
* Grass blades on
* Sky on medium - not volumetric, but active.
* Post-processing on high