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mirror of https://github.com/godotengine/godot.git synced 2025-11-07 12:30:27 +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:
reduz
2021-02-06 11:51:56 -03:00
parent fa2f7693bb
commit 8faf23b52b
19 changed files with 24 additions and 577 deletions

View File

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