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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@ -196,10 +196,9 @@ private:
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float volumetric_fog_light_energy = 1.0;
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float volumetric_fog_length = 64.0;
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float volumetric_fog_detail_spread = 2.0;
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VolumetricFogShadowFilter volumetric_fog_shadow_filter = VOLUMETRIC_FOG_SHADOW_FILTER_LOW;
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float volumetric_fog_gi_inject = 0.0;
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bool volumetric_fog_temporal_reproject = false;
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float volumetric_fog_temporal_reproject_amount = 0.95;
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bool volumetric_fog_temporal_reproject = true;
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float volumetric_fog_temporal_reproject_amount = 0.9;
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void _update_volumetric_fog();
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// Adjustment
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@ -387,8 +386,6 @@ public:
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float get_volumetric_fog_length() const;
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void set_volumetric_fog_detail_spread(float p_detail_spread);
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float get_volumetric_fog_detail_spread() const;
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void set_volumetric_fog_shadow_filter(VolumetricFogShadowFilter p_filter);
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VolumetricFogShadowFilter get_volumetric_fog_shadow_filter() const;
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void set_volumetric_fog_gi_inject(float p_gi_inject);
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float get_volumetric_fog_gi_inject() const;
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void set_volumetric_fog_temporal_reprojection_enabled(bool p_enable);
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