cloister_haze
The air of the Verdigris Cloister, as a post-process pass. Distance haze over the whole frame, coloured by the height the pixel sits at — cold green down among the wet stone, warm and bright up where the roof light is. It is what makes the far end of the nave recede rather than m…
cloister_haze
The air of the Verdigris Cloister, as a post-process pass. Distance haze over the whole frame, coloured by the height the pixel sits at — cold green down among the wet stone, warm and bright up where the roof light is. It is what makes the far end of the nave recede rather than merely get smaller, and what gives the light shafts something to stand in.
It reconstructs the world point from engine.inv_view_proj to read that height,
and treats a pixel with no scene depth (empty sky beyond the broken roof) as
fully hazed, so the void behind the glass reads as bright air. lift adds a
trace of the low fog colour everywhere, which is what stops wet stone crushing
to black in the shadow between two shafts.
Scoped to this part · feeds back into the world's score.