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authorreduz <reduzio@gmail.com>2021-02-06 11:51:56 -0300
committerreduz <reduzio@gmail.com>2021-02-06 15:08:21 -0300
commit8faf23b52b0147eea6903e84973893802d97d339 (patch)
treec672077cff56f43a5a318e89be7c2e956de4aa6e /servers/rendering/renderer_rd/renderer_storage_rd.cpp
parentfa2f7693bb9efc44755b1b693b22ec2788910a0d (diff)
downloadredot-engine-8faf23b52b0147eea6903e84973893802d97d339.tar.gz
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.
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_storage_rd.cpp')
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index f9c22dd4bf..a1358f94fa 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -5371,7 +5371,7 @@ RID RendererStorageRD::light_create(RS::LightType p_type) {
light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
light.param[RS::LIGHT_PARAM_SHADOW_BLUR] = 0;
light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
- light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 1.0;
+ light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 0.1;
light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
return light_owner.make_rid(light);