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Allow using between 1 and 8 cascades for SDFGI
This provides more flexibility between performance and quality adjustments, especially when using SDFGI for small-scale levels (which can be useful for procedurally generated scenes).
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@@ -68,7 +68,7 @@ void RendererSceneEnvironmentRD::set_glow(bool p_enable, Vector<float> p_levels,
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glow_hdr_luminance_cap = p_hdr_luminance_cap;
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}
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void RendererSceneEnvironmentRD::set_sdfgi(bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
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void RendererSceneEnvironmentRD::set_sdfgi(bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
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sdfgi_enabled = p_enable;
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sdfgi_cascades = p_cascades;
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sdfgi_min_cell_size = p_min_cell_size;
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