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Implement occlusion culling

Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.

Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
This commit is contained in:
jfons
2021-04-20 18:40:24 +02:00
parent 34b3e8f9e2
commit 4d9d99bb82
50 changed files with 3138 additions and 47 deletions

View File

@@ -48,6 +48,8 @@
</member>
<member name="gi_mode" type="int" setter="set_gi_mode" getter="get_gi_mode" enum="GeometryInstance3D.GIMode" default="0">
</member>
<member name="ignore_occlusion_culling" type="bool" setter="set_ignore_occlusion_culling" getter="is_ignoring_occlusion_culling" default="false">
</member>
<member name="lod_bias" type="float" setter="set_lod_bias" getter="get_lod_bias" default="1.0">
</member>
<member name="lod_max_distance" type="float" setter="set_lod_max_distance" getter="get_lod_max_distance" default="0.0">