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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@ -1025,18 +1025,9 @@ public:
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virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) = 0;
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enum EnvVolumetricFogShadowFilter {
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ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED,
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ENV_VOLUMETRIC_FOG_SHADOW_FILTER_LOW,
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ENV_VOLUMETRIC_FOG_SHADOW_FILTER_MEDIUM,
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ENV_VOLUMETRIC_FOG_SHADOW_FILTER_HIGH,
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};
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virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, EnvVolumetricFogShadowFilter p_shadow_filter, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0;
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virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0;
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virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
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virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
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virtual void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) = 0;
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virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) = 0;
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virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;
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