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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:
Juan Linietsky
2020-04-07 22:51:52 -03:00
parent b2f79cac9a
commit 4ffc0d6b3f
34 changed files with 1032 additions and 291 deletions

View File

@@ -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();