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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.
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@@ -2362,6 +2362,13 @@ RenderingServer::RenderingServer() {
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GLOBAL_DEF("rendering/quality/screen_space_reflection/roughness_quality", 1);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/screen_space_reflection/roughness_quality", PropertyInfo(Variant::INT, "rendering/quality/screen_space_reflection/roughness_quality", PROPERTY_HINT_ENUM, "Disabled (Fastest),Low, Medium, High (Slowest)"));
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GLOBAL_DEF("rendering/quality/subsurface_scattering/subsurface_scattering_quality", 1);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/subsurface_scattering_quality", PropertyInfo(Variant::INT, "rendering/quality/subsurface_scattering/subsurface_scattering_quality", PROPERTY_HINT_ENUM, "Disabled, Low (Fastest),Medium, High (Slowest)"));
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GLOBAL_DEF("rendering/quality/subsurface_scattering/subsurface_scattering_scale", 0.05);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/subsurface_scattering_scale", PropertyInfo(Variant::FLOAT, "rendering/quality/subsurface_scattering/subsurface_scattering_scale", PROPERTY_HINT_RANGE, "0.001,1,0.001"));
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GLOBAL_DEF("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale", 0.01);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale", PropertyInfo(Variant::FLOAT, "rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale", PROPERTY_HINT_RANGE, "0.001,1,0.001"));
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}
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RenderingServer::~RenderingServer() {
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