Added volumetric fog effect.
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@ -390,6 +390,7 @@ public:
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LIGHT_PARAM_SHADOW_BIAS,
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LIGHT_PARAM_SHADOW_PANCAKE_SIZE,
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LIGHT_PARAM_SHADOW_BLUR,
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LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE,
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LIGHT_PARAM_TRANSMITTANCE_BIAS,
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LIGHT_PARAM_MAX
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};
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@ -865,6 +866,19 @@ public:
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virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0;
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virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 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_lenght, float p_detail_spread, float p_gi_inject, EnvVolumetricFogShadowFilter p_shadow_filter) = 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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virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) = 0;
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