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Moving SSEffects settings into class
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@@ -195,32 +195,6 @@ void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::Env
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gi.sdfgi_frames_to_update_light = p_update;
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}
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void RendererSceneRenderRD::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
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ssr_roughness_quality = p_quality;
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}
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RS::EnvironmentSSRRoughnessQuality RendererSceneRenderRD::environment_get_ssr_roughness_quality() const {
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return ssr_roughness_quality;
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}
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void RendererSceneRenderRD::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
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ssao_quality = p_quality;
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ssao_half_size = p_half_size;
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ssao_adaptive_target = p_adaptive_target;
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ssao_blur_passes = p_blur_passes;
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ssao_fadeout_from = p_fadeout_from;
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ssao_fadeout_to = p_fadeout_to;
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}
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void RendererSceneRenderRD::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
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ssil_quality = p_quality;
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ssil_half_size = p_half_size;
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ssil_adaptive_target = p_adaptive_target;
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ssil_blur_passes = p_blur_passes;
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ssil_fadeout_from = p_fadeout_from;
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ssil_fadeout_to = p_fadeout_to;
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}
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Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
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ERR_FAIL_COND_V(p_env.is_null(), Ref<Image>());
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@@ -916,19 +890,6 @@ void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
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gi.half_resolution = p_enable;
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}
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void RendererSceneRenderRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
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sss_quality = p_quality;
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}
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RS::SubSurfaceScatteringQuality RendererSceneRenderRD::sub_surface_scattering_get_quality() const {
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return sss_quality;
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}
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void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
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sss_scale = p_scale;
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sss_depth_scale = p_depth_scale;
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}
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void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
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ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
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@@ -1446,18 +1407,11 @@ void RendererSceneRenderRD::init() {
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RSG::camera_attributes->camera_attributes_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_use_jitter"));
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use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");
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environment_set_ssao_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/environment/ssao/quality"))), GLOBAL_GET("rendering/environment/ssao/half_size"), GLOBAL_GET("rendering/environment/ssao/adaptive_target"), GLOBAL_GET("rendering/environment/ssao/blur_passes"), GLOBAL_GET("rendering/environment/ssao/fadeout_from"), GLOBAL_GET("rendering/environment/ssao/fadeout_to"));
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screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
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screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
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screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
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glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
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glow_high_quality = GLOBAL_GET("rendering/environment/glow/use_high_quality");
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ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
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sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
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sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
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sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
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environment_set_ssil_quality(RS::EnvironmentSSILQuality(int(GLOBAL_GET("rendering/environment/ssil/quality"))), GLOBAL_GET("rendering/environment/ssil/half_size"), GLOBAL_GET("rendering/environment/ssil/adaptive_target"), GLOBAL_GET("rendering/environment/ssil/blur_passes"), GLOBAL_GET("rendering/environment/ssil/fadeout_from"), GLOBAL_GET("rendering/environment/ssil/fadeout_to"));
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directional_penumbra_shadow_kernel = memnew_arr(float, 128);
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directional_soft_shadow_kernel = memnew_arr(float, 128);
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