You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-07 12:30:27 +00:00
Refactored shadowmapping.
- Made shadow bias size independent, so it will remain when changing light or camera size. - Implemented normal offset bias, which greatly enhances quality. - Added transmission to subsurface scattering - Reimplemented shadow filter modes Closes #17260
This commit is contained in:
@@ -374,6 +374,8 @@ void EditorNode::_notification(int p_what) {
|
||||
float sss_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_scale");
|
||||
float sss_depth_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale");
|
||||
RS::get_singleton()->sub_surface_scattering_set_scale(sss_scale, sss_depth_scale);
|
||||
RS::ShadowFilter shadow_filter = RS::ShadowFilter(int(GLOBAL_GET("rendering/quality/shadows/filter_mode")));
|
||||
RS::get_singleton()->shadow_filter_set(shadow_filter);
|
||||
}
|
||||
|
||||
ResourceImporterTexture::get_singleton()->update_imports();
|
||||
|
||||
Reference in New Issue
Block a user