You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-06 12:20:30 +00:00
Remove unimplemented Environment.ambient_light_occlusion_color property
This property was intended to provide a way to have SSAO or VoxelGI ambient occlusion with a color other than black. However, it was dropped during the Vulkan renderer development due to the performance overhead it caused when the feature wasn't used.
This commit is contained in:
@@ -32,13 +32,12 @@
|
||||
|
||||
uint64_t RendererSceneEnvironmentRD::auto_exposure_counter = 2;
|
||||
|
||||
void RendererSceneEnvironmentRD::set_ambient_light(const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source, const Color &p_ao_color) {
|
||||
void RendererSceneEnvironmentRD::set_ambient_light(const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source) {
|
||||
ambient_light = p_color;
|
||||
ambient_source = p_ambient;
|
||||
ambient_light_energy = p_energy;
|
||||
ambient_sky_contribution = p_sky_contribution;
|
||||
reflection_source = p_reflection_source;
|
||||
ao_color = p_ao_color;
|
||||
}
|
||||
|
||||
void RendererSceneEnvironmentRD::set_tonemap(RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
|
||||
|
||||
Reference in New Issue
Block a user