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Addition of SDFGI for open world global illumination
Move GI to a deferred pass
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@@ -322,7 +322,8 @@ public:
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BIND2(light_set_negative, RID, bool)
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BIND2(light_set_cull_mask, RID, uint32_t)
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BIND2(light_set_reverse_cull_face_mode, RID, bool)
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BIND2(light_set_use_gi, RID, bool)
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BIND2(light_set_bake_mode, RID, LightBakeMode)
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BIND2(light_set_max_sdfgi_cascade, RID, uint32_t)
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BIND2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)
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@@ -336,9 +337,9 @@ public:
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BIND2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode)
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BIND2(reflection_probe_set_intensity, RID, float)
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BIND2(reflection_probe_set_interior_ambient, RID, const Color &)
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BIND2(reflection_probe_set_interior_ambient_energy, RID, float)
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BIND2(reflection_probe_set_interior_ambient_probe_contribution, RID, float)
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BIND2(reflection_probe_set_ambient_color, RID, const Color &)
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BIND2(reflection_probe_set_ambient_energy, RID, float)
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BIND2(reflection_probe_set_ambient_mode, RID, ReflectionProbeAmbientMode)
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BIND2(reflection_probe_set_max_distance, RID, float)
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BIND2(reflection_probe_set_extents, RID, const Vector3 &)
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BIND2(reflection_probe_set_origin_offset, RID, const Vector3 &)
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@@ -523,6 +524,7 @@ public:
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#define BINDBASE RSG::scene_render
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BIND1(directional_shadow_atlas_set_size, int)
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BIND1(gi_probe_set_quality, GIProbeQuality)
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/* SKY API */
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@@ -564,9 +566,13 @@ public:
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BIND7(environment_set_fog_depth, RID, bool, float, float, float, bool, float)
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BIND5(environment_set_fog_height, RID, bool, float, float, float)
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BIND12(environment_set_sdfgi, RID, bool, EnvironmentSDFGICascades, float, EnvironmentSDFGIYScale, bool, bool, bool, bool, float, float, float)
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BIND1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount)
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BIND1(environment_set_sdfgi_frames_to_converge, EnvironmentSDFGIFramesToConverge)
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BIND3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
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BIND2(screen_space_roughness_limiter_set_active, bool, float)
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BIND3(screen_space_roughness_limiter_set_active, bool, float, float)
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BIND1(sub_surface_scattering_set_quality, SubSurfaceScatteringQuality)
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BIND2(sub_surface_scattering_set_scale, float, float)
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@@ -793,6 +799,8 @@ public:
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virtual bool is_low_end() const;
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virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir);
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RenderingServerRaster();
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~RenderingServerRaster();
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