Addition of SDFGI for open world global illumination
Move GI to a deferred pass
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@ -222,6 +222,10 @@ bool RenderingServerRaster::has_feature(Features p_feature) const {
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return false;
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}
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void RenderingServerRaster::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
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RSG::scene_render->sdfgi_set_debug_probe_select(p_position, p_dir);
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}
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RID RenderingServerRaster::get_test_cube() {
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if (!test_cube.is_valid()) {
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test_cube = _make_test_cube();
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