Basic fast filtering implementation

This commit is contained in:
clayjohn
2020-02-20 15:27:34 -08:00
parent e0cc5209ff
commit 3e299aa225
12 changed files with 831 additions and 66 deletions

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Captures its surroundings to create reflections.
</brief_description>
<description>
Capture its surroundings as a dual parabolid image, and stores versions of it with increasing levels of blur to simulate different material roughnesses.
Captures its surroundings as a cubemap, and stores versions of it with increasing levels of blur to simulate different material roughnesses.
The [ReflectionProbe] is used to create high-quality reflections at the cost of performance. It can be combined with [GIProbe]s and Screen Space Reflections to achieve high quality reflections. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them.
</description>
<tutorials>
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</members>
<constants>
<constant name="UPDATE_ONCE" value="0" enum="UpdateMode">
Update the probe once on the next frame.
Update the probe once on the next frame. The corresponding radiance map will be generated over the following six frames. This is slower to update than [constant UPDATE_ALWAYS] but can result in higher quality reflections.
</constant>
<constant name="UPDATE_ALWAYS" value="1" enum="UpdateMode">
Update the probe every frame. This is needed when you want to capture dynamic objects. However, it results in an increased render time. Use [constant UPDATE_ONCE] whenever possible.