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| author | reduz <reduzio@gmail.com> | 2021-02-06 11:51:56 -0300 |
|---|---|---|
| committer | reduz <reduzio@gmail.com> | 2021-02-06 15:08:21 -0300 |
| commit | 8faf23b52b0147eea6903e84973893802d97d339 (patch) | |
| tree | c672077cff56f43a5a318e89be7c2e956de4aa6e /servers/rendering/renderer_rd/renderer_storage_rd.cpp | |
| parent | fa2f7693bb9efc44755b1b693b22ec2788910a0d (diff) | |
| download | redot-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.cpp | 2 |
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); |
