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add support for glow maps
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@@ -54,7 +54,7 @@ void RendererSceneEnvironmentRD::set_tonemap(RS::EnvironmentToneMapper p_tone_ma
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auto_exp_scale = p_auto_exp_scale;
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}
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void RendererSceneEnvironmentRD::set_glow(bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) {
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void RendererSceneEnvironmentRD::set_glow(bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) {
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ERR_FAIL_COND_MSG(p_levels.size() != 7, "Size of array of glow levels must be 7");
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glow_enabled = p_enable;
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glow_levels = p_levels;
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@@ -66,6 +66,8 @@ void RendererSceneEnvironmentRD::set_glow(bool p_enable, Vector<float> p_levels,
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glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
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glow_hdr_bleed_scale = p_hdr_bleed_scale;
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glow_hdr_luminance_cap = p_hdr_luminance_cap;
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glow_map_strength = p_glow_map_strength;
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glow_map = p_glow_map;
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}
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void RendererSceneEnvironmentRD::set_sdfgi(bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
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