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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.
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@@ -615,12 +615,10 @@ public:
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BIND7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
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BIND9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
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BIND11(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter, bool, float)
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BIND10(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, bool, float)
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BIND2(environment_set_volumetric_fog_volume_size, int, int)
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BIND1(environment_set_volumetric_fog_filter_active, bool)
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BIND1(environment_set_volumetric_fog_directional_shadow_shrink_size, int)
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BIND1(environment_set_volumetric_fog_positional_shadow_shrink_size, int)
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BIND11(environment_set_sdfgi, RID, bool, EnvironmentSDFGICascades, float, EnvironmentSDFGIYScale, bool, bool, bool, float, float, float)
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BIND1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount)
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