You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-15 13:51:40 +00:00
Simplify Volumetric Fog
-Always use temporal reproject, it just loos way better than any other filter. -By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance. -Disadvantage of temporal reproject is update latency so.. -Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
This commit is contained in:
@@ -117,12 +117,9 @@ public:
|
||||
virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
|
||||
virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
|
||||
|
||||
virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0;
|
||||
|
||||
virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0;
|
||||
virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
|
||||
virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
|
||||
virtual void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) = 0;
|
||||
virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) = 0;
|
||||
|
||||
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) = 0;
|
||||
virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;
|
||||
|
||||
Reference in New Issue
Block a user