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Re-implement subsurface scattering.

The size settings are more "just works", with default scale and depth scale
values that don't need much tweaking.

Additionally, a "skin" mode was added so skin looks better.
EDIT: Cleaned up SSR filter shader a bit.
This commit is contained in:
Juan Linietsky
2020-04-03 23:42:26 -03:00
parent aeb95ef006
commit c54f80d35c
18 changed files with 399 additions and 17 deletions

View File

@@ -266,6 +266,9 @@ public:
virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_curve) = 0;
virtual bool screen_space_roughness_limiter_is_active() const = 0;
virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) = 0;
virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) = 0;
virtual bool free(RID p_rid) = 0;
virtual void update() = 0;