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Add optional depth fog
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@@ -310,14 +310,18 @@ float RendererSceneRender::environment_get_white(RID p_env) const {
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// Fog
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void RendererSceneRender::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect) {
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environment_storage.environment_set_fog(p_env, p_enable, p_light_color, p_light_energy, p_sun_scatter, p_density, p_height, p_height_density, p_aerial_perspective, p_sky_affect);
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void RendererSceneRender::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect, RS::EnvironmentFogMode p_mode) {
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environment_storage.environment_set_fog(p_env, p_enable, p_light_color, p_light_energy, p_sun_scatter, p_density, p_height, p_height_density, p_aerial_perspective, p_sky_affect, p_mode);
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}
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bool RendererSceneRender::environment_get_fog_enabled(RID p_env) const {
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return environment_storage.environment_get_fog_enabled(p_env);
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}
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RS::EnvironmentFogMode RendererSceneRender::environment_get_fog_mode(RID p_env) const {
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return environment_storage.environment_get_fog_mode(p_env);
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}
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Color RendererSceneRender::environment_get_fog_light_color(RID p_env) const {
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return environment_storage.environment_get_fog_light_color(p_env);
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}
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@@ -350,6 +354,24 @@ float RendererSceneRender::environment_get_fog_aerial_perspective(RID p_env) con
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return environment_storage.environment_get_fog_aerial_perspective(p_env);
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}
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// Depth Fog
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void RendererSceneRender::environment_set_fog_depth(RID p_env, float p_curve, float p_begin, float p_end) {
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environment_storage.environment_set_fog_depth(p_env, p_curve, p_begin, p_end);
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}
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float RendererSceneRender::environment_get_fog_depth_curve(RID p_env) const {
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return environment_storage.environment_get_fog_depth_curve(p_env);
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}
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float RendererSceneRender::environment_get_fog_depth_begin(RID p_env) const {
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return environment_storage.environment_get_fog_depth_begin(p_env);
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}
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float RendererSceneRender::environment_get_fog_depth_end(RID p_env) const {
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return environment_storage.environment_get_fog_depth_end(p_env);
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}
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// Volumetric Fog
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void RendererSceneRender::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject, float p_sky_affect) {
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