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Soften caustic light rays for a more natural underwater look#7

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Loyale merged 1 commit into
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claude/vibrant-ritchie-KKkgZ
May 27, 2026
Merged

Soften caustic light rays for a more natural underwater look#7
Loyale merged 1 commit into
mainfrom
claude/vibrant-ritchie-KKkgZ

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@Loyale Loyale commented May 27, 2026

Summary

Make the god rays read as filtered sunlight rather than stage lights — softer, more physics-aware blends with the surrounding water.

  • Lower max alpha (~0.20 → ~0.09). The rays are now only a few percent brighter than the water around them.
  • Highlight color shifted toward the water hue. Replaces near-white cyan with a blue-green close to the upper water color, so the rays look like light that has already passed through tens of meters of water.
  • Multi-stop falloff per ray (bright → mid → faint → transparent) so edges blend instead of snapping off.
  • Slight color variation by ray type: sharp beams a touch more cyan, broad diffuse columns cooler and dimmer, surface ambient haze cooler still — a loose nod to wavelength-dependent attenuation (red attenuates first; blue-green persists deepest).
  • Wider broad diffuse columns (12–16% vs 7–11%) and a wider multi-stop surface haze (90% wide) so the empty stretches read as scattered ambient rather than gaps.

Test plan

  • Hard-refresh and confirm the rays look notably softer and more diffuse — no harsh bright edges against the dark water
  • Confirm the rays still vary irregularly in width, depth, and position from the previous round
  • Confirm the overall water column still feels appropriately deep and dark
  • Confirm article cards and code blocks still have enough contrast against the background

Generated by Claude Code

Make the god rays read as filtered sunlight rather than stage
lights. Changes:

- Lower max alpha from ~0.20 to ~0.09. The rays are now only
  a few percent brighter than the water around them.
- Shift the highlight color from near-white cyan toward a
  blue-green much closer to the upper water hue, so the rays
  look like light that has already passed through tens of
  meters of water.
- Each ray uses a multi-stop falloff (bright -> mid -> faint
  -> transparent) so its edges blend instead of snapping off.
- Sharp beams get a touch more cyan; broad diffuse columns
  are cooler and dimmer; the surface ambient haze is cooler
  still — a loose nod to wavelength-dependent attenuation.
- Wider broad diffuse columns (12-16% vs 7-11%) and a wider,
  multi-stop surface haze (90% wide) so the empty stretches
  read as scattered ambient rather than gaps.
@Loyale Loyale merged commit ddc9f1b into main May 27, 2026
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2 participants